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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 1.351 by elmex, Fri Jun 3 08:36:45 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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
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}; 74};
75 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
76static void 95static void
77write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
78{ 97{
79 CALL_BEGIN (2); 98 CALL_BEGIN (2);
80 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
214 233
215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
216static bool 235static bool
217compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
218{ 237{
219 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
220 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
221 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
222 */ 241 */
223 242
224 /* For each field in wants, */ 243 /* For each field in wants, */
225 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
226 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
227 return false; 246 return false;
228 247
229 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
230 return true; 249 return true;
231} 250}
255 */ 274 */
256bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
257{ 276{
258 /* A couple quick sanity checks */ 277 /* A couple quick sanity checks */
259 if (ob1 == ob2 278 if (ob1 == ob2
260 || ob1->type != ob2->type 279 || ob1->type != ob2->type
261 || ob1->value != ob2->value 280 || ob1->value != ob2->value
262 || ob1->name != ob2->name 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) 283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
264 return 0; 284 return 0;
265 285
266 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
267 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
353 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
354 return 0; 374 return 0;
355 break; 375 break;
356 } 376 }
357 377
358 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
359 { 379 {
360 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
361 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
362 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
363 383
364 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
365 return 0; 385 return 0;
366 } 386 }
426 446
427 return 0; 447 return 0;
428} 448}
429 449
430// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
431static sint32 451static uint32
432weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
433{ 453{
434 return op->type == CONTAINER 454 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
436 : weight; 456 : weight;
437} 457}
438 458
439/* 459/*
440 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
442 */ 462 */
443static void 463static void
444adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
445{ 465{
446 while (op) 466 while (op)
447 { 467 {
448 // adjust by actual difference to account for rounding errors 468 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);
452 469
453 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
454 return; 471 op->carrying += weight_adjust_for (op, add);
455
456 op->carrying += weight;
457 472
458 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
461 476
477 sub = ocarrying;
478 add = op->carrying;
479
462 op = op->env; 480 op = op->env;
463 } 481 }
464} 482}
465 483
466/* 484/*
473{ 491{
474 sint32 sum = 0; 492 sint32 sum = 0;
475 493
476 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
477 { 495 {
478 if (op->inv)
479 op->update_weight (); 496 op->update_weight ();
480 497
481 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
482 } 499 }
483
484 sum = weight_adjust_for (this, sum);
485 500
486 if (sum != carrying) 501 if (sum != carrying)
487 { 502 {
488 if (carrying != sum)//D 503 if (carrying != sum && carrying)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n", 504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ()); 505 (long long)sum, (long long)carrying, debug_desc ());
491 506
492 carrying = sum; 507 carrying = sum;
493 508
494 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
582 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 ());
583 return; 598 return;
584 } 599 }
585 600
586 this->owner = owner; 601 this->owner = owner;
587}
588
589/* Zero the key_values on op, decrementing the shared-string
590 * refcounts and freeing the links.
591 */
592static void
593free_key_values (object *op)
594{
595 for (key_value *i = op->key_values; i; )
596 {
597 key_value *next = i->next;
598 delete i;
599
600 i = next;
601 }
602
603 op->key_values = 0;
604} 602}
605 603
606/* 604/*
607 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
614void 612void
615object::copy_to (object *dst) 613object::copy_to (object *dst)
616{ 614{
617 dst->remove (); 615 dst->remove ();
618 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
619 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
620
621 /* Copy over key_values, if any. */
622 if (key_values)
623 {
624 key_value *tail = 0;
625 dst->key_values = 0;
626
627 for (key_value *i = key_values; i; i = i->next)
628 {
629 key_value *new_link = new key_value;
630
631 new_link->next = 0;
632 new_link->key = i->key;
633 new_link->value = i->value;
634
635 /* Try and be clever here, too. */
636 if (!dst->key_values)
637 {
638 dst->key_values = new_link;
639 tail = new_link;
640 }
641 else
642 {
643 tail->next = new_link;
644 tail = new_link;
645 }
646 }
647 }
648
649 dst->activate (); 622 dst->activate ();
650} 623}
651 624
652void 625void
653object::instantiate () 626object::instantiate ()
654{ 627{
655 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
656 uuid = UUID::gen (); 629 uuid = UUID::gen ();
657 630
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed) 632 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation 633 speed_left = - speed - rndm (); // TODO animation
661 else 634 else
662 speed_left = -1.; 635 speed_left = -1.;
663 636
764 } 737 }
765 738
766 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
767 740
768 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
769 /* nop */; 742 m.update_up (); // nothing to do except copy up
770 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
771 { 744 {
772#if 0 745#if 0
773 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
795 * that is being removed. 768 * that is being removed.
796 */ 769 */
797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
798 m.invalidate (); 771 m.invalidate ();
799 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
800 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
801 else 774 else
802 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
803 776
804 if (op->more) 777 if (op->more)
805 update_object (op->more, action); 778 update_object (op->more, action);
816 789
817object::~object () 790object::~object ()
818{ 791{
819 unlink (); 792 unlink ();
820 793
821 free_key_values (this); 794 kv.clear ();
822} 795}
823 796
824void object::link () 797void object::link ()
825{ 798{
826 assert (!index);//D 799 assert (!index);//D
925 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
926 * drop on that space. 899 * drop on that space.
927 */ 900 */
928 if (!drop_to_ground 901 if (!drop_to_ground
929 || !map 902 || !map
930 || map->in_memory != MAP_ACTIVE 903 || !map->linkable ()
931 || map->no_drop 904 || map->no_drop
932 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
933 { 906 {
934 while (inv) 907 while (inv)
935 inv->destroy (); 908 inv->destroy ();
1032 1005
1033 freelist = li; 1006 freelist = li;
1034 ++free_count; 1007 ++free_count;
1035} 1008}
1036 1009
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 {
1041 path = "<freed objects map>";
1042 name = "/internal/freed_objects_map";
1043 width = 3;
1044 height = 3;
1045 no_drop = 1;
1046 no_reset = 1;
1047
1048 alloc ();
1049 in_memory = MAP_ACTIVE;
1050 }
1051
1052 ~freed_map ()
1053 {
1054 destroy ();
1055 }
1056} freed_map; // freed objects are moved here to avoid crashes
1057
1058void 1010void
1059object::do_destroy () 1011object::do_destroy ()
1060{ 1012{
1061 if (flag [FLAG_IS_LINKED]) 1013 if (flag [FLAG_IS_LINKED])
1062 remove_link (); 1014 remove_link ();
1146 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1098 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1147 if (object *pl = visible_to ()) 1099 if (object *pl = visible_to ())
1148 esrv_del_item (pl->contr, count); 1100 esrv_del_item (pl->contr, count);
1149 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1101 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1150 1102
1151 adjust_weight (env, -total_weight ()); 1103 adjust_weight (env, total_weight (), 0);
1152 1104
1153 object *pl = in_player (); 1105 object *pl = in_player ();
1154 1106
1155 /* we set up values so that it could be inserted into 1107 /* we set up values so that it could be inserted into
1156 * the map, but we don't actually do that - it is up 1108 * the map, but we don't actually do that - it is up
1170 1122
1171 if (pl && pl->is_player ()) 1123 if (pl && pl->is_player ())
1172 { 1124 {
1173 if (expect_false (pl->contr->combat_ob == this)) 1125 if (expect_false (pl->contr->combat_ob == this))
1174 { 1126 {
1175 pl->apply (pl->contr->combat_ob, AP_UNAPPLY); 1127 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1176 pl->contr->combat_ob = 0; 1128 pl->contr->combat_ob = 0;
1177 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); 1129 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1178 } 1130 }
1179 1131
1180 if (expect_false (pl->contr->ranged_ob == this)) 1132 if (expect_false (pl->contr->ranged_ob == this))
1181 { 1133 {
1182 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY); 1134 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1183 pl->contr->ranged_ob = 0; 1135 pl->contr->ranged_ob = 0;
1184 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); 1136 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1185 } 1137 }
1186 1138
1187 pl->contr->queue_stats_update (); 1139 pl->contr->queue_stats_update ();
1227 1179
1228 above = 0; 1180 above = 0;
1229 below = 0; 1181 below = 0;
1230 1182
1231 ms.invalidate (); 1183 ms.invalidate ();
1232
1233 if (map->in_memory == MAP_SAVING)
1234 return;
1235 1184
1236 int check_walk_off = !flag [FLAG_NO_APPLY]; 1185 int check_walk_off = !flag [FLAG_NO_APPLY];
1237 1186
1238 if (object *pl = ms.player ()) 1187 if (object *pl = ms.player ())
1239 { 1188 {
1374{ 1323{
1375 op->remove (); 1324 op->remove ();
1376 1325
1377 if (m == &freed_map)//D TODO: remove soon 1326 if (m == &freed_map)//D TODO: remove soon
1378 {//D 1327 {//D
1379 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1328 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1380 }//D 1329 }//D
1381 1330
1382 /* Ideally, the caller figures this out. However, it complicates a lot 1331 /* Ideally, the caller figures this out. However, it complicates a lot
1383 * of areas of callers (eg, anything that uses find_free_spot would now 1332 * of areas of callers (eg, anything that uses find_free_spot would now
1384 * need extra work 1333 * need extra work
1574 */ 1523 */
1575 1524
1576 /* if this is not the head or flag has been passed, don't check walk on status */ 1525 /* 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 ()) 1526 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1578 { 1527 {
1579 if (check_move_on (op, originator)) 1528 if (check_move_on (op, originator, flag))
1580 return 0; 1529 return 0;
1581 1530
1582 /* If we are a multi part object, lets work our way through the check 1531 /* If we are a multi part object, let's work our way through the check
1583 * walk on's. 1532 * walk on's.
1584 */ 1533 */
1585 for (object *tmp = op->more; tmp; tmp = tmp->more) 1534 for (object *tmp = op->more; tmp; tmp = tmp->more)
1586 if (check_move_on (tmp, originator)) 1535 if (check_move_on (tmp, originator, flag))
1587 return 0; 1536 return 0;
1588 } 1537 }
1589 1538
1590 return op; 1539 return op;
1591} 1540}
1657 1606
1658 nr = min (nr, nrof); 1607 nr = min (nr, nrof);
1659 1608
1660 if (nrof > nr) 1609 if (nrof > nr)
1661 { 1610 {
1611 sint64 oweight = total_weight ();
1612
1662 nrof -= nr; 1613 nrof -= nr;
1663 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1664 1614
1665 if (object *pl = visible_to ()) 1615 if (object *pl = visible_to ())
1666 esrv_update_item (UPD_NROF, pl, this); 1616 esrv_update_item (UPD_NROF, pl, this);
1617
1618 adjust_weight (env, oweight, total_weight ());
1667 1619
1668 return true; 1620 return true;
1669 } 1621 }
1670 else 1622 else
1671 { 1623 {
1746 if (op->nrof) 1698 if (op->nrof)
1747 for (object *tmp = inv; tmp; tmp = tmp->below) 1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1748 if (object::can_merge (tmp, op)) 1700 if (object::can_merge (tmp, op))
1749 { 1701 {
1750 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1751 (client needs the original object) */ 1703 (client prefers the original object) */
1704
1705 // carring must be 0 for mergable objects
1706 sint64 oweight = tmp->weight * tmp->nrof;
1707
1752 tmp->nrof += op->nrof; 1708 tmp->nrof += op->nrof;
1753 1709
1754 if (object *pl = tmp->visible_to ()) 1710 if (object *pl = tmp->visible_to ())
1755 esrv_update_item (UPD_NROF, pl, tmp); 1711 esrv_update_item (UPD_NROF, pl, tmp);
1756 1712
1757 adjust_weight (this, op->total_weight ()); 1713 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1758 1714
1759 op->destroy (); 1715 op->destroy ();
1760 op = tmp; 1716 op = tmp;
1761 goto inserted; 1717 goto inserted;
1762 } 1718 }
1778 op->flag [FLAG_REMOVED] = 0; 1734 op->flag [FLAG_REMOVED] = 0;
1779 1735
1780 if (object *pl = op->visible_to ()) 1736 if (object *pl = op->visible_to ())
1781 esrv_send_item (pl, op); 1737 esrv_send_item (pl, op);
1782 1738
1783 adjust_weight (this, op->total_weight ()); 1739 adjust_weight (this, 0, op->total_weight ());
1784 1740
1785inserted: 1741inserted:
1786 /* reset the light list and los of the players on the map */ 1742 /* reset the light list and los of the players on the map */
1787 if (op->glow_radius && is_on_map ()) 1743 if (op->glow_radius && is_on_map ())
1788 { 1744 {
1817 * MSW 2001-07-08: Check all objects on space, not just those below 1773 * 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 1774 * object being inserted. insert_ob_in_map may not put new objects
1819 * on top. 1775 * on top.
1820 */ 1776 */
1821int 1777int
1822check_move_on (object *op, object *originator) 1778check_move_on (object *op, object *originator, int flags)
1823{ 1779{
1824 if (op->flag [FLAG_NO_APPLY]) 1780 if (op->flag [FLAG_NO_APPLY])
1825 return 0; 1781 return 0;
1826 1782
1827 object *tmp; 1783 object *tmp;
1886 1842
1887 /* Basically same logic as above, except now for actual apply. */ 1843 /* Basically same logic as above, except now for actual apply. */
1888 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1844 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)) 1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1890 { 1846 {
1847 if ((flags & INS_NO_AUTO_EXIT)
1848 && (tmp->type == EXIT || tmp->type == TELEPORTER
1849 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1850 continue;
1851
1891 move_apply (tmp, op, originator); 1852 move_apply (tmp, op, originator);
1892 1853
1893 if (op->destroyed ()) 1854 if (op->destroyed ())
1894 return 1; 1855 return 1;
1895 1856
2220{ 2181{
2221 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2222} 2183}
2223 2184
2224/* 2185/*
2225 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * 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 2187 * for running into direct [dx, dy].
2227 * object, needs to travel toward it. 2188 * (the opposite of crossfire's find_dir_2!)
2228 */ 2189 */
2229int 2190int
2230find_dir_2 (int x, int y) 2191find_dir_2 (int x, int y)
2231{ 2192{
2193#if 1 // new algorithm
2194 // this works by putting x, y into 16 sectors, which
2195 // are not equal sized, but are a better approximation
2196 // then the old algorithm, and then using a mapping
2197 // table to map it into a direction value.
2198 // basically, it maps these comparisons to each bit
2199 // bit #3: x < 0
2200 // bit #2: y < 0
2201 // bit #1: x > y
2202 // bit #0: x > 2y
2203
2204 static const uint8 dir[16] = {
2205 4, 5, 4, 3,
2206 2, 1, 2, 3,
2207 6, 5, 6, 7,
2208 8, 1, 8, 7,
2209 };
2210 int sector = 0;
2211
2212 // this is a bit ugly, but more likely to result in branchless code
2213 sector |= x < 0 ? 8 : 0;
2214 x = x < 0 ? -x : x; // abs
2215
2216 sector |= y < 0 ? 4 : 0;
2217 y = y < 0 ? -y : y; // abs
2218
2219 if (x > y)
2220 {
2221 sector |= 2;
2222
2223 if (x > y * 2)
2224 sector |= 1;
2225 }
2226 else
2227 {
2228 if (y > x * 2)
2229 sector |= 1;
2230 else if (!y)
2231 return 0; // x == 0 here
2232 }
2233
2234 return dir [sector];
2235#else // old algorithm
2232 int q; 2236 int q;
2233 2237
2234 if (y) 2238 if (y)
2235 q = x * 100 / y; 2239 q = 128 * x / y;
2236 else if (x) 2240 else if (x)
2237 q = -300 * x; 2241 q = -512 * x; // to make it > 309
2238 else 2242 else
2239 return 0; 2243 return 0;
2240 2244
2241 if (y > 0) 2245 if (y > 0)
2242 { 2246 {
2243 if (q < -242) 2247 if (q < -309) return 7;
2248 if (q < -52) return 6;
2249 if (q < 52) return 5;
2250 if (q < 309) return 4;
2251
2244 return 3; 2252 return 3;
2245 if (q < -41) 2253 }
2246 return 2; 2254 else
2247 if (q < 41) 2255 {
2248 return 1; 2256 if (q < -309) return 3;
2249 if (q < 242) 2257 if (q < -52) return 2;
2250 return 8; 2258 if (q < 52) return 1;
2259 if (q < 309) return 8;
2260
2251 return 7; 2261 return 7;
2252 } 2262 }
2253 2263#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} 2264}
2265 2265
2266/* 2266/*
2267 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2267 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2268 * between two directions (which are expected to be absolute (see absdir()) 2268 * between two directions (which are expected to be absolute (see absdir())
2269 */ 2269 */
2270int 2270int
2271dirdiff (int dir1, int dir2) 2271dirdiff (int dir1, int dir2)
2272{ 2272{
2273 int d;
2274
2275 d = abs (dir1 - dir2); 2273 int d = abs (dir1 - dir2);
2276 if (d > 4)
2277 d = 8 - d;
2278 2274
2279 return d; 2275 return d > 4 ? 8 - d : d;
2280} 2276}
2281 2277
2282/* peterm: 2278/* peterm:
2283 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2284 * Basically, this is a table of directions, and what directions 2280 * Basically, this is a table of directions, and what directions
2395 return /*who->flag [FLAG_WIZ]|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2396 (item->weight > 0 && !item->flag [FLAG_NO_PICK] && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2397 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2398} 2394}
2399 2395
2396//-GPL
2397
2400/* 2398/*
2401 * create clone from object to another 2399 * create clone from object to another
2402 */ 2400 */
2403object * 2401object *
2404object::deep_clone () 2402object::deep_clone ()
2434 return tmp; 2432 return tmp;
2435 2433
2436 return 0; 2434 return 0;
2437} 2435}
2438 2436
2437/* Zero the key_values on op, decrementing the shared-string
2438 * refcounts and freeing the links.
2439 */
2440void
2441key_values::clear ()
2442{
2443 for (key_value *kvp = first; kvp; )
2444 {
2445 key_value *next = kvp->next;
2446 delete kvp;
2447 kvp = next;
2448 }
2449
2450 first = 0;
2451}
2452
2439shstr_tmp 2453shstr_tmp
2440object::kv_get (shstr_tmp key) const 2454key_values::get (shstr_tmp key) const
2441{ 2455{
2442 for (key_value *kv = key_values; kv; kv = kv->next) 2456 for (key_value *kv = first; kv; kv = kv->next)
2443 if (kv->key == key) 2457 if (kv->key == key)
2444 return kv->value; 2458 return kv->value;
2445 2459
2446 return shstr (); 2460 return shstr ();
2447} 2461}
2448 2462
2449void 2463void
2464key_values::add (shstr_tmp key, shstr_tmp value)
2465{
2466 key_value *kv = new key_value;
2467
2468 kv->next = first;
2469 kv->key = key;
2470 kv->value = value;
2471
2472 first = kv;
2473}
2474
2475void
2450object::kv_set (shstr_tmp key, shstr_tmp value) 2476key_values::set (shstr_tmp key, shstr_tmp value)
2451{ 2477{
2452 for (key_value *kv = key_values; kv; kv = kv->next) 2478 for (key_value *kv = first; kv; kv = kv->next)
2453 if (kv->key == key) 2479 if (kv->key == key)
2454 { 2480 {
2455 kv->value = value; 2481 kv->value = value;
2456 return; 2482 return;
2457 } 2483 }
2458 2484
2459 key_value *kv = new key_value; 2485 add (key, value);
2460
2461 kv->next = key_values;
2462 kv->key = key;
2463 kv->value = value;
2464
2465 key_values = kv;
2466} 2486}
2467 2487
2468void 2488void
2469object::kv_del (shstr_tmp key) 2489key_values::del (shstr_tmp key)
2470{ 2490{
2471 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2491 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2472 if ((*kvp)->key == key) 2492 if ((*kvp)->key == key)
2473 { 2493 {
2474 key_value *kv = *kvp; 2494 key_value *kv = *kvp;
2475 *kvp = (*kvp)->next; 2495 *kvp = (*kvp)->next;
2476 delete kv; 2496 delete kv;
2477 return; 2497 return;
2478 } 2498 }
2499}
2500
2501void
2502key_values::reverse ()
2503{
2504 key_value *prev = 0;
2505 key_value *head = first;
2506
2507 while (head)
2508 {
2509 key_value *node = head;
2510 head = head->next;
2511 node->next = prev;
2512 prev = node;
2513 }
2514
2515 first = prev;
2516}
2517
2518key_values &
2519key_values::operator =(const key_values &kv)
2520{
2521 clear ();
2522
2523 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2524 add (kvp->key, kvp->value);
2525
2526 reverse ();
2479} 2527}
2480 2528
2481object::depth_iterator::depth_iterator (object *container) 2529object::depth_iterator::depth_iterator (object *container)
2482: iterator_base (container) 2530: iterator_base (container)
2483{ 2531{
2566object::region () const 2614object::region () const
2567{ 2615{
2568 return map ? map->region (x, y) 2616 return map ? map->region (x, y)
2569 : region::default_region (); 2617 : region::default_region ();
2570} 2618}
2619
2620//+GPL
2571 2621
2572void 2622void
2573object::open_container (object *new_container) 2623object::open_container (object *new_container)
2574{ 2624{
2575 if (container == new_container) 2625 if (container == new_container)
2633 } 2683 }
2634// else if (!old_container->env && contr && contr->ns) 2684// else if (!old_container->env && contr && contr->ns)
2635// contr->ns->floorbox_reset (); 2685// contr->ns->floorbox_reset ();
2636} 2686}
2637 2687
2688//-GPL
2689
2690// prefetch some flat area around the player
2691static void
2692prefetch_surrounding_area (object *op, maptile *map, int range)
2693{
2694 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2695 op->x - range , op->y - range ,
2696 op->x + range + 1, op->y + range + 1);
2697 rect->m;
2698 ++rect)
2699 {
2700 rect->m->touch ();
2701 rect->m->activate ();
2702 }
2703}
2704
2705// prefetch a generous area around the player, also up and down
2706void
2707object::prefetch_surrounding_maps ()
2708{
2709 prefetch_surrounding_area (this, map, 40);
2710
2711 if (maptile *m = map->tile_available (TILE_DOWN))
2712 prefetch_surrounding_area (this, m, 20);
2713
2714 if (maptile *m = map->tile_available (TILE_UP))
2715 prefetch_surrounding_area (this, m, 20);
2716}
2717
2718//+GPL
2719
2638object * 2720object *
2639object::force_find (shstr_tmp name) 2721object::force_find (shstr_tmp name)
2640{ 2722{
2641 /* cycle through his inventory to look for the MARK we want to 2723 /* cycle through his inventory to look for the MARK we want to
2642 * place 2724 * place
2646 return splay (tmp); 2728 return splay (tmp);
2647 2729
2648 return 0; 2730 return 0;
2649} 2731}
2650 2732
2651//-GPL
2652
2653void 2733void
2654object::force_set_timer (int duration) 2734object::force_set_timer (int duration)
2655{ 2735{
2656 this->duration = 1; 2736 this->duration = 1;
2657 this->speed_left = -1.f; 2737 this->speed_left = -1.f;
2663object::force_add (shstr_tmp name, int duration) 2743object::force_add (shstr_tmp name, int duration)
2664{ 2744{
2665 if (object *force = force_find (name)) 2745 if (object *force = force_find (name))
2666 force->destroy (); 2746 force->destroy ();
2667 2747
2668 object *force = get_archetype (FORCE_NAME); 2748 object *force = archetype::get (FORCE_NAME);
2669 2749
2670 force->slaying = name; 2750 force->slaying = name;
2671 force->force_set_timer (duration); 2751 force->force_set_timer (duration);
2672 force->flag [FLAG_APPLIED] = true; 2752 force->flag [FLAG_APPLIED] = true;
2673 2753
2757 return contr->mark; 2837 return contr->mark;
2758 else 2838 else
2759 return 0; 2839 return 0;
2760} 2840}
2761 2841
2842// put marked object first in the inventory
2843// this is used by identify-like spells so players can influence
2844// the order a bit.
2845void
2846object::splay_marked ()
2847{
2848 if (object *marked = mark ())
2849 splay (marked);
2850}
2851

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