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Comparing deliantra/server/common/object.C (file contents):
Revision 1.360 by root, Wed Nov 16 23:41:59 2016 UTC vs.
Revision 1.366 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
45uint32_t object::create_count; 46uint32_t object::create_count;
46uint32_t object::destroy_count; 47uint32_t object::destroy_count;
47 48
48//+GPL 49//+GPL
49 50
50short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
51 0, 52 0,
52 0, 1, 1, 1, 0, -1, -1, -1, 53 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
55}; 56};
56short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
57 0, 58 0,
58 -1, -1, 0, 1, 1, 1, 0, -1, 59 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
61}; 62};
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, 73 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 74 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};
75 76
76const char *wall_suffix[16] = { 77const char *wall_suffix[16] = {
77 "0", 78 "0",
78 "1_3", 79 "1_3",
79 "1_4", 80 "1_4",
80 "2_1_2", 81 "2_1_2",
81 "1_2", 82 "1_2",
82 "2_2_4", 83 "2_2_4",
83 "2_2_1", 84 "2_2_1",
84 "3_1", 85 "3_1",
85 "1_1", 86 "1_1",
86 "2_2_3", 87 "2_2_3",
87 "2_2_2", 88 "2_2_2",
88 "3_3", 89 "3_3",
89 "2_1_1", 90 "2_1_1",
90 "3_4", 91 "3_4",
91 "3_2", 92 "3_2",
92 "4" 93 "4"
93}; 94};
94 95
95static void 96static void
96write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
97{ 98{
235static bool 236static bool
236compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
237{ 238{
238 /* n-squared behaviour (see kv.get), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
239 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
240 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
241 */ 242 */
242 243
243 /* For each field in wants, */ 244 /* For each field in wants, */
244 for (key_value *kv = wants->kv.first; kv; kv = kv->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
245 if (has->kv.get (kv->key) != kv->value) 246 if (has->kv.get (kv->key) != kv->value)
639 * need for monsters, but doesn't hurt to do it for everything. 640 * need for monsters, but doesn't hurt to do it for everything.
640 * by doing so, when a monster is created, it has good starting 641 * by doing so, when a monster is created, it has good starting
641 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
642 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
643 */ 644 */
644 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
645 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
646 647
647 attachable::instantiate (); 648 attachable::instantiate ();
648} 649}
649 650
753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC)) 754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
754 || (m.move_on | op->move_on ) != m.move_on 755 || (m.move_on | op->move_on ) != m.move_on
755 || (m.move_off | op->move_off ) != m.move_off 756 || (m.move_off | op->move_off ) != m.move_off
756 || (m.move_slow | op->move_slow) != m.move_slow 757 || (m.move_slow | op->move_slow) != m.move_slow
757 /* This isn't perfect, but I don't expect a lot of objects to 758 /* This isn't perfect, but I don't expect a lot of objects to
758 * have move_allow right now. 759 * have move_allow right now.
759 */ 760 */
760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 761 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
761 m.invalidate (); 762 m.invalidate ();
762#else 763#else
763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) 764 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
843 op->activate_recursive (); 844 op->activate_recursive ();
844} 845}
845 846
846/* This function removes object 'op' from the list of active 847/* This function removes object 'op' from the list of active
847 * objects. 848 * objects.
848 * This should only be used for style maps or other such 849 * This should only be used for style maps or other such
849 * reference maps where you don't want an object that isn't 850 * reference maps where you don't want an object that isn't
850 * in play chewing up cpu time getting processed. 851 * in play chewing up cpu time getting processed.
851 * The reverse of this is to call update_ob_speed, which 852 * The reverse of this is to call update_ob_speed, which
852 * will do the right thing based on the speed of the object. 853 * will do the right thing based on the speed of the object.
853 */ 854 */
1088 flag [FLAG_REMOVED] = true; 1089 flag [FLAG_REMOVED] = true;
1089 1090
1090 if (more) 1091 if (more)
1091 more->remove (); 1092 more->remove ();
1092 1093
1093 /* 1094 /*
1094 * In this case, the object to be removed is in someones 1095 * In this case, the object to be removed is in someones
1095 * inventory. 1096 * inventory.
1096 */ 1097 */
1097 if (env) 1098 if (env)
1098 { 1099 {
1403 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1404 * Generally, we want to put the new object on top. But if 1405 * Generally, we want to put the new object on top. But if
1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1406 * floor, we want to insert above that and no further. 1407 * floor, we want to insert above that and no further.
1407 * Also, if there are spell objects on this space, we stop processing 1408 * Also, if there are spell objects on this space, we stop processing
1408 * once we get to them. This reduces the need to traverse over all of 1409 * once we get to them. This reduces the need to traverse over all of
1409 * them when adding another one - this saves quite a bit of cpu time 1410 * them when adding another one - this saves quite a bit of cpu time
1410 * when lots of spells are cast in one area. Currently, it is presumed 1411 * when lots of spells are cast in one area. Currently, it is presumed
1411 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1412 */ 1413 */
1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1539 1540
1540 return op; 1541 return op;
1541} 1542}
1542 1543
1543/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1544 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1545 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1546 */ 1547 */
1547void 1548void
1548replace_insert_ob_in_map (shstr_tmp archname, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1549{ 1550{
1678/* 1679/*
1679 * env->insert (op) 1680 * env->insert (op)
1680 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1681 * inside the object environment. 1682 * inside the object environment.
1682 * 1683 *
1683 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1684 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1685 */ 1686 */
1686object * 1687object *
1687object::insert (object *op) 1688object::insert (object *op)
1688{ 1689{
1808 */ 1809 */
1809 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1810 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1810 return 0; 1811 return 0;
1811 1812
1812 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1813 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1814 */ 1815 */
1815 for (object *next, *tmp = ms.top; tmp; tmp = next) 1816 for (object *next, *tmp = ms.top; tmp; tmp = next)
1816 { 1817 {
1817 next = tmp->below; 1818 next = tmp->below;
1818 1819
2002 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
2003 * necessary, so the caller shouldn't need to do any special work. 2004 * necessary, so the caller shouldn't need to do any special work.
2004 * Note - updated to take an object instead of archetype - this is necessary 2005 * Note - updated to take an object instead of archetype - this is necessary
2005 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2006 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2007 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2008 * customized, changed states, etc. 2009 * customized, changed states, etc.
2009 */ 2010 */
2010int 2011int
2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012{ 2013{
2035 continue; 2036 continue;
2036 } 2037 }
2037 2038
2038 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* Basically, if we find a wall on a space, we cut down the search size.
2039 * In this way, we won't return spaces that are on another side of a wall. 2040 * In this way, we won't return spaces that are on another side of a wall.
2040 * This mostly work, but it cuts down the search size in all directions - 2041 * This mostly work, but it cuts down the search size in all directions -
2041 * if the space being examined only has a wall to the north and empty 2042 * if the space being examined only has a wall to the north and empty
2042 * spaces in all the other directions, this will reduce the search space 2043 * spaces in all the other directions, this will reduce the search space
2043 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
2044 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
2045 */ 2046 */
2075 */ 2076 */
2076int 2077int
2077find_first_free_spot (const object *ob, maptile *m, int x, int y) 2078find_first_free_spot (const object *ob, maptile *m, int x, int y)
2078{ 2079{
2079 for (int i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2080 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2081 return i; 2082 return i;
2082 2083
2083 return -1; 2084 return -1;
2084} 2085}
2085 2086
2096 2097
2097 while (--end) 2098 while (--end)
2098 swap (arr [end], arr [rndm (end + 1)]); 2099 swap (arr [end], arr [rndm (end + 1)]);
2099} 2100}
2100 2101
2101/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2102 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2103 * the spaces to find monsters. In this way, it won't always look for 2104 * the spaces to find monsters. In this way, it won't always look for
2104 * monsters to the north first. However, the size of the array passed 2105 * monsters to the north first. However, the size of the array passed
2105 * covers all the spaces, so within that size, all the spaces within 2106 * covers all the spaces, so within that size, all the spaces within
2106 * the 3x3 area will be searched, just not in a predictable order. 2107 * the 3x3 area will be searched, just not in a predictable order.
2350 int mflags; 2351 int mflags;
2351 2352
2352 if (dir < 0) 2353 if (dir < 0)
2353 return 0; /* exit condition: invalid direction */ 2354 return 0; /* exit condition: invalid direction */
2354 2355
2355 dx = x + freearr_x[dir]; 2356 dx = x + DIRX (dir);
2356 dy = y + freearr_y[dir]; 2357 dy = y + DIRY (dir);
2357 2358
2358 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2359 2360
2360 /* This functional arguably was incorrect before - it was 2361 /* This functional arguably was incorrect before - it was
2361 * checking for P_WALL - that was basically seeing if 2362 * checking for P_WALL - that was basically seeing if
2434 2435
2435 return 0; 2436 return 0;
2436} 2437}
2437 2438
2438/* Zero the key_values on op, decrementing the shared-string 2439/* Zero the key_values on op, decrementing the shared-string
2439 * refcounts and freeing the links. 2440 * refcounts and freeing the links.
2440 */ 2441 */
2441void 2442void
2442key_values::clear () 2443key_values::clear ()
2443{ 2444{
2444 for (key_value *kvp = first; kvp; ) 2445 for (key_value *kvp = first; kvp; )
2719//+GPL 2720//+GPL
2720 2721
2721object * 2722object *
2722object::force_find (shstr_tmp name) 2723object::force_find (shstr_tmp name)
2723{ 2724{
2724 /* cycle through his inventory to look for the MARK we want to 2725 /* cycle through his inventory to look for the MARK we want to
2725 * place 2726 * place
2726 */ 2727 */
2727 for (object *tmp = inv; tmp; tmp = tmp->below) 2728 for (object *tmp = inv; tmp; tmp = tmp->below)
2728 if (tmp->type == FORCE && tmp->slaying == name) 2729 if (tmp->type == FORCE && tmp->slaying == name)
2729 return splay (tmp); 2730 return splay (tmp);
2730 2731

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