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Comparing deliantra/server/common/object.C (file contents):
Revision 1.292 by root, Mon Oct 19 21:48:49 2009 UTC vs.
Revision 1.367 by root, Sun Nov 18 15:19:48 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 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 (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 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
9 * the terms of the Affero GNU General Public License as published by the 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <stdio.h> 27#include <stdio.h>
27#include <sys/types.h> 28#include <sys/types.h>
28#include <sys/uio.h> 29#include <sys/uio.h>
29#include <object.h> 30#include <object.h>
30#include <sproto.h> 31#include <sproto.h>
31#include <loader.h>
32 32
33#include <bitset> 33#include <bitset>
34 34
35UUID UUID::cur; 35UUID UUID::cur;
36static uint64_t seq_next_save; 36static uint64_t seq_next_save;
38uint32_t mapspace::smellcount = 10000; 38uint32_t mapspace::smellcount = 10000;
39 39
40objectvec objects; 40objectvec objects;
41activevec actives; 41activevec actives;
42 42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
43short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
44 0, 52 0,
45 0, 1, 1, 1, 0, -1, -1, -1, 53 0, 1, 1, 1, 0, -1, -1, -1,
46 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,
47 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
48}; 56};
49short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
50 0, 58 0,
51 -1, -1, 0, 1, 1, 1, 0, -1, 59 -1, -1, 0, 1, 1, 1, 0, -1,
52 -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,
53 -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
54};
55int maxfree[SIZEOFFREE] = {
56 0,
57 9, 10, 13, 14, 17, 18, 21, 22,
58 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
59 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
60}; 62};
61int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
62 0, 64 0,
63 1, 2, 3, 4, 5, 6, 7, 8, 65 1, 2, 3, 4, 5, 6, 7, 8,
64 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
65 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
66}; 68};
67 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
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
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
68static void 96static void
69write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
70{ 98{
71 CALL_BEGIN (2); 99 CALL_BEGIN (2);
72 CALL_ARG_SV (newSVval64 (skip)); 100 CALL_ARG_SV (newSVval64 (skip));
74 CALL_CALL ("cf::write_uuid", G_DISCARD); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
75 CALL_END; 103 CALL_END;
76} 104}
77 105
78static void 106static void
79read_uuid (void) 107read_uuid ()
80{ 108{
81 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
82 110
83 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
84 112
98 126
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 128 _exit (1);
101 } 129 }
102 130
103 UUID::BUF buf; 131 char buf [UUID::MAX_LEN];
104 buf[0] = 0; 132 buf[0] = 0;
105 fgets (buf, sizeof (buf), fp); 133 fgets (buf, sizeof (buf), fp);
106 134
107 if (!UUID::cur.parse (buf)) 135 if (!UUID::cur.parse (buf))
108 { 136 {
135 163
136void 164void
137UUID::init () 165UUID::init ()
138{ 166{
139 read_uuid (); 167 read_uuid ();
168}
169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
140} 233}
141 234
142/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
143static bool 236static bool
144compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
145{ 238{
146 /* n-squared behaviour (see kv_get), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
147 * 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
148 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
149 */ 242 */
150 243
151 /* For each field in wants, */ 244 /* For each field in wants, */
152 for (key_value *kv = wants->key_values; kv; kv = kv->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
153 if (has->kv_get (kv->key) != kv->value) 246 if (has->kv.get (kv->key) != kv->value)
154 return false; 247 return false;
155 248
156 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
157 return true; 250 return true;
158} 251}
180 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
181 * check weight 274 * check weight
182 */ 275 */
183bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
184{ 277{
185 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
186 if (ob1 == ob2 279 if (ob1 == ob2
187 || ob1->type != ob2->type 280 || ob1->type != ob2->type
188 || ob1->speed != ob2->speed
189 || ob1->value != ob2->value 281 || ob1->value != ob2->value
190 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
191 return 0; 285 return 0;
192 286
193 /* Do not merge objects if nrof would overflow, assume nrof 287 /* Do not merge objects if nrof would overflow, assume nrof
194 * is always 0 .. 2**31-1 */ 288 * is always 0 .. 2**31-1 */
195 if (ob1->nrof > 0x7fffffff - ob2->nrof) 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
199 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
200 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
201 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
202 * flags lose any meaning. 296 * flags lose any meaning.
203 */ 297 */
204 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
205 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
206 300
207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
208 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
209 303
210 if (ob1->arch->archname != ob2->arch->archname 304 if (ob1->arch->archname != ob2->arch->archname
211 || ob1->name != ob2->name 305 || ob1->name != ob2->name
212 || ob1->title != ob2->title 306 || ob1->title != ob2->title
213 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
216 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
217 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
218 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
219 || ob1->value != ob2->value 313 || ob1->value != ob2->value
220 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
221 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
222 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 329 return 0;
236 330
237 if ((ob1->flag ^ ob2->flag) 331 if ((ob1->flag ^ ob2->flag)
258 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
259 * if it is valid. 353 * if it is valid.
260 */ 354 */
261 } 355 }
262 356
263 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
264 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
265 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
266 */ 360 */
267 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
268 return 0; 362 return 0;
269 363
270 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
271 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
272 * check? 366 * check?
273 */ 367 */
274 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
275 return 0; 369 return 0;
276 370
277 switch (ob1->type) 371 switch (ob1->type)
278 { 372 {
279 case SCROLL: 373 case SCROLL:
280 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
281 return 0; 375 return 0;
282 break; 376 break;
283 } 377 }
284 378
285 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
286 { 380 {
287 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
288 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
289 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
290 384
291 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
292 return 0; 386 return 0;
293 } 387 }
353 447
354 return 0; 448 return 0;
355} 449}
356 450
357// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
358static sint32 452static weight_t
359weight_adjust_for (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
360{ 454{
361 return op->type == CONTAINER 455 if (op->type == CONTAINER)
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
363 : weight;
364}
365 457
458 return weight;
459}
460
366/* 461/*
367 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
369 */ 464 */
370static void 465static void
371adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
372{ 467{
373 while (op) 468 while (op)
374 { 469 {
375 // adjust by actual difference to account for rounding errors 470 weight_t carrying = (weight_t)op->carrying
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 471 - weight_adjust_for (op, sub)
377 weight = weight_adjust_for (op, op->carrying) 472 + weight_adjust_for (op, add);
378 - weight_adjust_for (op, op->carrying - weight);
379 473
380 if (!weight) 474 sub = op->carrying;
381 return;
382
383 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
384 477
385 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily 479 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
388 481
396 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
397 */ 490 */
398void 491void
399object::update_weight () 492object::update_weight ()
400{ 493{
401 sint32 sum = 0; 494 weight_t sum = 0;
402 495
403 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
404 { 497 {
405 if (op->inv)
406 op->update_weight (); 498 op->update_weight ();
407 499
408 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
409 } 501 }
410
411 sum = weight_adjust_for (this, sum);
412 502
413 if (sum != carrying) 503 if (sum != carrying)
414 { 504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
415 carrying = sum; 509 carrying = sum;
416 510
417 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily 512 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
439{ 533{
440 return dump_object (this); 534 return dump_object (this);
441} 535}
442 536
443/* 537/*
444 * get_nearest_part(multi-object, object 2) returns the part of the
445 * multi-object 1 which is closest to the second object.
446 * If it's not a multi-object, it is returned.
447 */
448object *
449get_nearest_part (object *op, const object *pl)
450{
451 object *tmp, *closest;
452 int last_dist, i;
453
454 if (!op->more)
455 return op;
456
457 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
458 tmp;
459 tmp = tmp->more)
460 if ((i = distance (tmp, pl)) < last_dist)
461 closest = tmp, last_dist = i;
462
463 return closest;
464}
465
466/*
467 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
468 * VERRRY slow. 539 * VERRRY slow.
469 */ 540 */
470object * 541object *
471find_object (tag_t i) 542find_object (tag_t i)
472{ 543{
473 for_all_objects (op) 544 for_all_objects (op)
474 if (op->count == i) 545 if (op->count == i)
546 return op;
547
548 return 0;
549}
550
551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
475 return op; 561 return op;
476 562
477 return 0; 563 return 0;
478} 564}
479 565
513 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
514 return; 600 return;
515 } 601 }
516 602
517 this->owner = owner; 603 this->owner = owner;
518}
519
520int
521object::slottype () const
522{
523 if (type == SKILL)
524 {
525 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
526 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
527 }
528 else
529 {
530 if (slot [body_combat].info) return slot_combat;
531 if (slot [body_range ].info) return slot_ranged;
532 }
533
534 return slot_none;
535}
536
537bool
538object::change_weapon (object *ob)
539{
540 if (current_weapon == ob)
541 return true;
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = false;
545
546 current_weapon = ob;
547 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
548
549 if (chosen_skill)
550 chosen_skill->flag [FLAG_APPLIED] = true;
551
552 update_stats ();
553
554 if (ob)
555 {
556 // now check wether any body locations became invalid, in which case
557 // we cannot apply the weapon at the moment.
558 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
559 if (slot[i].used < 0)
560 {
561 current_weapon = chosen_skill = 0;
562 update_stats ();
563
564 new_draw_info_format (NDI_UNIQUE, 0, this,
565 "You try to balance all your items at once, "
566 "but the %s is just too much for your body. "
567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
569 return false;
570 }
571
572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
573 }
574 else
575 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
576
577 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
578 {
579 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
580 &name, ob->debug_desc ());
581 return false;
582 }
583
584 return true;
585}
586
587/* Zero the key_values on op, decrementing the shared-string
588 * refcounts and freeing the links.
589 */
590static void
591free_key_values (object *op)
592{
593 for (key_value *i = op->key_values; i; )
594 {
595 key_value *next = i->next;
596 delete i;
597
598 i = next;
599 }
600
601 op->key_values = 0;
602} 604}
603 605
604/* 606/*
605 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
606 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
612void 614void
613object::copy_to (object *dst) 615object::copy_to (object *dst)
614{ 616{
615 dst->remove (); 617 dst->remove ();
616 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
619
620 // maybe move to object_copy?
621 dst->kv = kv;
622
617 dst->flag [FLAG_REMOVED] = true; 623 dst->flag [FLAG_REMOVED] = true;
618
619 /* Copy over key_values, if any. */
620 if (key_values)
621 {
622 key_value *tail = 0;
623 dst->key_values = 0;
624
625 for (key_value *i = key_values; i; i = i->next)
626 {
627 key_value *new_link = new key_value;
628
629 new_link->next = 0;
630 new_link->key = i->key;
631 new_link->value = i->value;
632
633 /* Try and be clever here, too. */
634 if (!dst->key_values)
635 {
636 dst->key_values = new_link;
637 tail = new_link;
638 }
639 else
640 {
641 tail->next = new_link;
642 tail = new_link;
643 }
644 }
645 }
646
647 if (speed < 0)
648 dst->speed_left -= rndm ();
649
650 dst->activate (); 624 dst->activate ();
651} 625}
652 626
653void 627void
654object::instantiate () 628object::instantiate ()
655{ 629{
656 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
657 uuid = UUID::gen (); 631 uuid = UUID::gen ();
658 632
633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
659 speed_left = -0.1f; 637 speed_left = -1.;
638
660 /* copy the body_info to the body_used - this is only really 639 /* copy the body_info to the body_used - this is only really
661 * 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.
662 * 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
663 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
664 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
665 */ 644 */
666 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
667 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
668 647
669 attachable::instantiate (); 648 attachable::instantiate ();
670} 649}
671 650
672object * 651object *
673object::clone () 652object::clone ()
674{ 653{
675 object *neu = create (); 654 object *neu = create ();
676 copy_to (neu); 655 copy_to (neu);
656
657 // TODO: unclean state changes, should not be done in clone AND instantiate
658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
660
677 neu->map = map; // not copied by copy_to 661 neu->map = map; // not copied by copy_to
678 return neu; 662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
679} 674}
680 675
681/* 676/*
682 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
683 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
684 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
685 */ 680 */
686void 681void
687update_turn_face (object *op) 682update_turn_face (object *op)
688{ 683{
689 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
690 return; 685 return;
691 686
692 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
693 update_object (op, UP_OBJ_FACE);
694} 688}
695 689
696/* 690/*
697 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
698 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
699 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
700 */ 694 */
701void 695void
702object::set_speed (float speed) 696object::set_speed (float speed)
703{ 697{
704 if (flag [FLAG_FREED] && speed)
705 {
706 LOG (llevError, "Object %s is freed but has speed.\n", &name);
707 speed = 0;
708 }
709
710 this->speed = speed; 698 this->speed = speed;
711 699
712 if (has_active_speed ()) 700 if (has_active_speed ())
713 activate (); 701 activate ();
714 else 702 else
715 deactivate (); 703 deactivate ();
716} 704}
717 705
718/* 706/*
719 * update_object() updates the the map. 707 * update_object() updates the map.
720 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
721 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
722 * invisible object, etc...) 710 * invisible object, etc...)
723 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
724 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
761 } 749 }
762 750
763 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
764 752
765 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
766 /* nop */; 754 m.update_up (); // nothing to do except copy up
767 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
768 { 756 {
757#if 0
769 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
772 || (op->is_player () && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
776 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
777 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
778 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
779 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
780 * have move_allow right now. 769 * have move_allow right now.
781 */ 770 */
782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
784 m.invalidate (); 772 m.invalidate ();
773#else
774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
775 m.invalidate ();
776#endif
785 } 777 }
786 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
787 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
788 * that is being removed. 780 * that is being removed.
789 */ 781 */
790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
791 m.invalidate (); 783 m.invalidate ();
792 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
793 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
794 else 786 else
795 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
796 788
797 if (op->more) 789 if (op->more)
798 update_object (op->more, action); 790 update_object (op->more, action);
799} 791}
800 792
801object::object () 793object::object ()
802{ 794{
803 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
804 796
805 //expmul = 1.0; declared const for the time being 797 //expmul = 1.0; declared const for the time being
806 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
807} 800}
808 801
809object::~object () 802object::~object ()
810{ 803{
811 unlink (); 804 unlink ();
812 805
813 free_key_values (this); 806 kv.clear ();
814} 807}
815
816static int object_count;
817 808
818void object::link () 809void object::link ()
819{ 810{
820 assert (!index);//D 811 assert (!index);//D
821 uuid = UUID::gen (); 812 uuid = UUID::gen ();
822 count = ++object_count;
823 813
824 refcnt_inc (); 814 refcnt_inc ();
825 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
826} 819}
827 820
828void object::unlink () 821void object::unlink ()
829{ 822{
830 if (!index) 823 if (!index)
831 return; 824 return;
825
826 ++destroy_count;
832 827
833 objects.erase (this); 828 objects.erase (this);
834 refcnt_dec (); 829 refcnt_dec ();
835} 830}
836 831
859 op->activate_recursive (); 854 op->activate_recursive ();
860} 855}
861 856
862/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
863 * objects. 858 * objects.
864 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
865 * reference maps where you don't want an object that isn't 860 * reference maps where you don't want an object that isn't
866 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
867 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
868 * will do the right thing based on the speed of the object. 863 * will do the right thing based on the speed of the object.
869 */ 864 */
915 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
916 * drop on that space. 911 * drop on that space.
917 */ 912 */
918 if (!drop_to_ground 913 if (!drop_to_ground
919 || !map 914 || !map
920 || map->in_memory != MAP_ACTIVE 915 || !map->linkable ()
921 || map->no_drop 916 || map->no_drop
922 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
923 { 918 {
924 while (inv) 919 while (inv)
925 inv->destroy (); 920 inv->destroy ();
941 map->insert (op, x, y); 936 map->insert (op, x, y);
942 } 937 }
943 } 938 }
944} 939}
945 940
941/*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
946void
947object::destroy_inv_fast ()
948{
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960}
961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
946object *object::create () 978object::create ()
947{ 979{
948 object *op = new object; 980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
949 op->link (); 1002 op->link ();
1003
950 return op; 1004 return op;
951} 1005}
952 1006
953static struct freed_map : maptile 1007void
1008object::do_delete ()
954{ 1009{
955 freed_map () 1010 uint32_t count = this->count;
956 {
957 path = "<freed objects map>";
958 name = "/internal/freed_objects_map";
959 width = 3;
960 height = 3;
961 no_drop = 1;
962 no_reset = 1;
963 1011
964 alloc (); 1012 this->~object ();
965 in_memory = MAP_ACTIVE;
966 }
967 1013
968 ~freed_map () 1014 freelist_item *li = (freelist_item *)this;
969 { 1015 li->next = freelist;
970 destroy (); 1016 li->count = count;
971 } 1017
972} freed_map; // freed objects are moved here to avoid crashes 1018 freelist = li;
1019 ++free_count;
1020}
973 1021
974void 1022void
975object::do_destroy () 1023object::do_destroy ()
976{ 1024{
977 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1021 head->destroy (); 1069 head->destroy ();
1022 return; 1070 return;
1023 } 1071 }
1024 1072
1025 destroy_inv (false); 1073 destroy_inv_fast ();
1026 1074
1027 if (is_head ()) 1075 if (is_head ())
1028 if (sound_destroy) 1076 if (sound_destroy)
1029 play_sound (sound_destroy); 1077 play_sound (sound_destroy);
1030 else if (flag [FLAG_MONSTER]) 1078 else if (flag [FLAG_MONSTER])
1041 * the previous environment. 1089 * the previous environment.
1042 */ 1090 */
1043void 1091void
1044object::do_remove () 1092object::do_remove ()
1045{ 1093{
1046 object *tmp, *last = 0;
1047 object *otmp;
1048
1049 if (flag [FLAG_REMOVED]) 1094 if (flag [FLAG_REMOVED])
1050 return; 1095 return;
1051 1096
1052 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1053 1098
1054 flag [FLAG_REMOVED] = true; 1099 flag [FLAG_REMOVED] = true;
1055 1100
1056 if (more) 1101 if (more)
1057 more->remove (); 1102 more->remove ();
1058 1103
1059 /* 1104 /*
1060 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1061 * inventory. 1106 * inventory.
1062 */ 1107 */
1063 if (env) 1108 if (env)
1064 { 1109 {
1065 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1066 if (object *pl = visible_to ()) 1111 if (object *pl = visible_to ())
1067 esrv_del_item (pl->contr, count); 1112 esrv_del_item (pl->contr, count);
1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1069 1114
1070 adjust_weight (env, -total_weight ()); 1115 adjust_weight (env, total_weight (), 0);
1071 1116
1072 object *pl = in_player (); 1117 object *pl = in_player ();
1073 1118
1074 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1075 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1085 1130
1086 above = 0; 1131 above = 0;
1087 below = 0; 1132 below = 0;
1088 env = 0; 1133 env = 0;
1089 1134
1090 /* NO_FIX_PLAYER is set when a great many changes are being 1135 if (pl && pl->is_player ())
1091 * made to players inventory. If set, avoiding the call
1092 * to save cpu time.
1093 */ 1136 {
1094 if (pl) 1137 if (expect_false (pl->contr->combat_ob == this))
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 { 1138 {
1097 pl->update_stats (); 1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1140 pl->contr->combat_ob = 0;
1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1098 1143
1144 if (expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1099 if (glow_radius && pl->is_on_map ()) 1153 if (expect_false (glow_radius) && pl->is_on_map ())
1100 update_all_los (pl->map, pl->x, pl->y); 1154 update_all_los (pl->map, pl->x, pl->y);
1101 } 1155 }
1102 } 1156 }
1103 else if (map) 1157 else if (map)
1104 { 1158 {
1105 map->dirty = true; 1159 map->dirty = true;
1106 mapspace &ms = this->ms (); 1160 mapspace &ms = this->ms ();
1124 else if (pl->container_ () == this) 1178 else if (pl->container_ () == this)
1125 { 1179 {
1126 // removing a container should close it 1180 // removing a container should close it
1127 close_container (); 1181 close_container ();
1128 } 1182 }
1129 1183 else
1130 esrv_del_item (pl->contr, count); 1184 esrv_del_item (pl->contr, count);
1131 } 1185 }
1132 1186
1133 /* link the object above us */ 1187 /* link the object above us */
1134 // re-link, make sure compiler can easily use cmove 1188 // re-link, make sure compiler can easily use cmove
1135 *(above ? &above->below : &ms.top) = below; 1189 *(above ? &above->below : &ms.top) = below;
1137 1191
1138 above = 0; 1192 above = 0;
1139 below = 0; 1193 below = 0;
1140 1194
1141 ms.invalidate (); 1195 ms.invalidate ();
1142
1143 if (map->in_memory == MAP_SAVING)
1144 return;
1145 1196
1146 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1147 1198
1148 if (object *pl = ms.player ()) 1199 if (object *pl = ms.player ())
1149 { 1200 {
1159 //TODO: update floorbox to preserve ordering 1210 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns) 1211 if (pl->contr->ns)
1161 pl->contr->ns->floorbox_update (); 1212 pl->contr->ns->floorbox_update ();
1162 } 1213 }
1163 1214
1215 if (check_walk_off)
1164 for (tmp = ms.bot; tmp; tmp = tmp->above) 1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1165 { 1217 {
1218 above = tmp->above;
1219
1166 /* No point updating the players look faces if he is the object 1220 /* No point updating the players look faces if he is the object
1167 * being removed. 1221 * being removed.
1168 */ 1222 */
1169 1223
1170 /* See if object moving off should effect something */ 1224 /* See if object moving off should effect something */
1171 if (check_walk_off
1172 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1173 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1174 {
1175 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1176
1177 if (destroyed ())
1178 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1179 } 1228 }
1180
1181 last = tmp;
1182 }
1183 1229
1184 if (affects_los ()) 1230 if (affects_los ())
1185 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1186 } 1232 }
1187} 1233}
1231 1277
1232 object *prev = this; 1278 object *prev = this;
1233 1279
1234 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1235 { 1281 {
1236 object *op = arch_to_object (at); 1282 object *op = at->instance ();
1237 1283
1238 op->name = name; 1284 op->name = name;
1239 op->name_pl = name_pl; 1285 op->name_pl = name_pl;
1240 op->title = title; 1286 op->title = title;
1241 1287
1279 * Passing 0 for flag gives proper default values, so flag really only needs 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1280 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1281 * 1327 *
1282 * Return value: 1328 * Return value:
1283 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1284 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1285 * just 'op' otherwise 1331 * just 'op' otherwise
1286 */ 1332 */
1287object * 1333object *
1288insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1289{ 1335{
1290 op->remove (); 1336 op->remove ();
1291 1337
1292 if (m == &freed_map)//D TODO: remove soon 1338 if (m == &freed_map)//D TODO: remove soon
1293 {//D 1339 {//D
1294 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1295 }//D 1341 }//D
1296 1342
1297 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1298 * of areas of callers (eg, anything that uses find_free_spot would now 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1299 * need extra work 1345 * need extra work
1326 // from here :/ 1372 // from here :/
1327 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1328 tmp->destroy (); 1374 tmp->destroy ();
1329 } 1375 }
1330 1376
1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1332 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1333 1379
1334 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1335 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1336 1382
1337 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1338 { 1384 {
1339 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1340 { 1386 {
1368 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1369 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1371 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1372 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1373 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1374 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1375 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1376 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1377 */ 1423 */
1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1379 { 1425 {
1380 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1381 floor = tmp; 1427 floor = tmp;
1382 1428
1383 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1384 { 1430 {
1385 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1386 top = tmp->below; 1432 top = tmp->below;
1387 break; 1433 break;
1388 } 1434 }
1406 && (op->face && !faces [op->face].visibility)) 1452 && (op->face && !faces [op->face].visibility))
1407 { 1453 {
1408 object *last; 1454 object *last;
1409 1455
1410 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1411 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1412 break; 1458 break;
1413 1459
1414 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1415 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1416 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1489 */ 1535 */
1490 1536
1491 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1493 { 1539 {
1494 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1495 return 0; 1541 return 0;
1496 1542
1497 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1498 * walk on's. 1544 * walk on's.
1499 */ 1545 */
1500 for (object *tmp = op->more; tmp; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1501 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1502 return 0; 1548 return 0;
1503 } 1549 }
1504 1550
1505 return op; 1551 return op;
1506} 1552}
1507 1553
1508/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1509 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1510 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1511 */ 1557 */
1512void 1558void
1513replace_insert_ob_in_map (shstr_tmp archname, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1514{ 1560{
1516 1562
1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1518 if (tmp->arch->archname == archname) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1519 tmp->destroy (); 1565 tmp->destroy ();
1520 1566
1521 object *tmp = arch_to_object (archetype::find (archname)); 1567 object *tmp = archetype::find (archname)->instance ();
1522 1568
1523 tmp->x = op->x; 1569 tmp->x = op->x;
1524 tmp->y = op->y; 1570 tmp->y = op->y;
1525 1571
1526 insert_ob_in_map (tmp, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1531{ 1577{
1532 if (where->env) 1578 if (where->env)
1533 return where->env->insert (this); 1579 return where->env->insert (this);
1534 else 1580 else
1535 return where->map->insert (this, where->x, where->y, originator, flags); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1582}
1583
1584// check whether we can put this into the map, respect max_volume, max_items
1585bool
1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1587{
1588 mapspace &ms = m->at (x, y);
1589
1590 int items = ms.items ();
1591
1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1595 return true;
1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1603 return false;
1536} 1604}
1537 1605
1538/* 1606/*
1539 * decrease(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1550 1618
1551 nr = min (nr, nrof); 1619 nr = min (nr, nrof);
1552 1620
1553 if (nrof > nr) 1621 if (nrof > nr)
1554 { 1622 {
1623 weight_t oweight = total_weight ();
1624
1555 nrof -= nr; 1625 nrof -= nr;
1556 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557 1626
1558 if (object *pl = visible_to ()) 1627 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this); 1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1560 1631
1561 return true; 1632 return true;
1562 } 1633 }
1563 else 1634 else
1564 { 1635 {
1618/* 1689/*
1619 * env->insert (op) 1690 * env->insert (op)
1620 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1621 * inside the object environment. 1692 * inside the object environment.
1622 * 1693 *
1623 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1624 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1625 */ 1696 */
1626object * 1697object *
1627object::insert (object *op) 1698object::insert (object *op)
1628{ 1699{
1639 if (op->nrof) 1710 if (op->nrof)
1640 for (object *tmp = inv; tmp; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1641 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1642 { 1713 {
1643 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1644 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1645 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1646 1721
1647 if (object *pl = tmp->visible_to ()) 1722 if (object *pl = tmp->visible_to ())
1648 esrv_update_item (UPD_NROF, pl, tmp); 1723 esrv_update_item (UPD_NROF, pl, tmp);
1649 1724
1650 adjust_weight (this, op->total_weight ()); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1651 1726
1652 op->destroy (); 1727 op->destroy ();
1653 op = tmp; 1728 op = tmp;
1654 goto inserted; 1729 goto inserted;
1655 } 1730 }
1671 op->flag [FLAG_REMOVED] = 0; 1746 op->flag [FLAG_REMOVED] = 0;
1672 1747
1673 if (object *pl = op->visible_to ()) 1748 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op); 1749 esrv_send_item (pl, op);
1675 1750
1676 adjust_weight (this, op->total_weight ()); 1751 adjust_weight (this, 0, op->total_weight ());
1677 1752
1678inserted: 1753inserted:
1679 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1680 if (op->glow_radius && is_on_map ()) 1755 if (op->glow_radius && is_on_map ())
1681 { 1756 {
1682 update_stats (); 1757 update_stats ();
1683 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1684 } 1759 }
1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1760 else if (is_player ())
1686 // if this is a player's inventory, update stats 1761 // if this is a player's inventory, update stats
1687 update_stats (); 1762 contr->queue_stats_update ();
1688 1763
1689 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1690 1765
1691 return op; 1766 return op;
1692} 1767}
1710 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1711 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1712 * on top. 1787 * on top.
1713 */ 1788 */
1714int 1789int
1715check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1716{ 1791{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1792 if (op->flag [FLAG_NO_APPLY])
1718 return 0; 1793 return 0;
1719 1794
1720 object *tmp; 1795 object *tmp;
1721 maptile *m = op->map; 1796 maptile *m = op->map;
1722 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1744 */ 1819 */
1745 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1746 return 0; 1821 return 0;
1747 1822
1748 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1749 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1750 */ 1825 */
1751 for (object *next, *tmp = ms.top; tmp; tmp = next) 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1752 { 1827 {
1753 next = tmp->below; 1828 next = tmp->below;
1754 1829
1759 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1760 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1761 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1762 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1763 */ 1838 */
1764 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1765 { 1840 {
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 { 1843 {
1769 float diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1779 1854
1780 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1781 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1782 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1783 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1784 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1785 1865
1786 if (op->destroyed ()) 1866 if (op->destroyed ())
1787 return 1; 1867 return 1;
1788 1868
1900void 1980void
1901flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1902{ 1982{
1903 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 { 1984 {
1905 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1906 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1907 } 1987 }
1908} 1988}
1909 1989
1910/* 1990/*
1913void 1993void
1914unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1915{ 1995{
1916 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1917 { 1997 {
1918 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1919 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1920 } 2000 }
1921} 2001}
1922 2002
1923/* 2003/*
1933 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1934 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
1935 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
1936 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
1937 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
1938 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
1939 * customized, changed states, etc. 2019 * customized, changed states, etc.
1940 */ 2020 */
1941int 2021int
1942find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1943{ 2023{
1944 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
1945 int index = 0, flag; 2025 int index = 0;
1946 2026
1947 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
1948 { 2028 {
1949 mapxy pos (m, x, y); pos.move (i); 2029 mapxy pos (m, x, y); pos.move (i);
1950 2030
1966 continue; 2046 continue;
1967 } 2047 }
1968 2048
1969 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
1970 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
1971 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
1972 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
1973 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
1974 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
1975 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
1976 */ 2056 */
2006 */ 2086 */
2007int 2087int
2008find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2009{ 2089{
2010 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2011 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2012 return i; 2092 return i;
2013 2093
2014 return -1; 2094 return -1;
2015} 2095}
2016 2096
2027 2107
2028 while (--end) 2108 while (--end)
2029 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2030} 2110}
2031 2111
2032/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2033 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2034 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2035 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2036 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2037 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2062 * there is capable of. 2142 * there is capable of.
2063 */ 2143 */
2064int 2144int
2065find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2066{ 2146{
2067 int max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2068 MoveType move_type; 2148 MoveType move_type;
2069 2149
2070 if (exclude && exclude->head_ () != exclude) 2150 if (exclude && exclude->head_ () != exclude)
2071 { 2151 {
2072 exclude = exclude->head; 2152 exclude = exclude->head;
2113{ 2193{
2114 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2115} 2195}
2116 2196
2117/* 2197/*
2118 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2119 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2120 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2121 */ 2201 */
2122int 2202int
2123find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2124{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2125 int q; 2248 int q;
2126 2249
2127 if (y) 2250 if (y)
2128 q = x * 100 / y; 2251 q = 128 * x / y;
2129 else if (x) 2252 else if (x)
2130 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2131 else 2254 else
2132 return 0; 2255 return 0;
2133 2256
2134 if (y > 0) 2257 if (y > 0)
2135 { 2258 {
2136 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2137 return 3; 2264 return 3;
2138 if (q < -41) 2265 }
2139 return 2; 2266 else
2140 if (q < 41) 2267 {
2141 return 1; 2268 if (q < -309) return 3;
2142 if (q < 242) 2269 if (q < -52) return 2;
2143 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2144 return 7; 2273 return 7;
2145 } 2274 }
2146 2275#endif
2147 if (q < -242)
2148 return 7;
2149 if (q < -41)
2150 return 6;
2151 if (q < 41)
2152 return 5;
2153 if (q < 242)
2154 return 4;
2155
2156 return 3;
2157} 2276}
2158 2277
2159/* 2278/*
2160 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2161 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2162 */ 2281 */
2163int 2282int
2164dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2165{ 2284{
2166 int d;
2167
2168 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2169 if (d > 4)
2170 d = 8 - d;
2171 2286
2172 return d; 2287 return d > 4 ? 8 - d : d;
2173} 2288}
2174 2289
2175/* peterm: 2290/* peterm:
2176 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2177 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2179 * This basically means that if direction is 15, then it could either go 2294 * This basically means that if direction is 15, then it could either go
2180 * direction 4, 14, or 16 to get back to where we are. 2295 * direction 4, 14, or 16 to get back to where we are.
2181 * Moved from spell_util.c to object.c with the other related direction 2296 * Moved from spell_util.c to object.c with the other related direction
2182 * functions. 2297 * functions.
2183 */ 2298 */
2184const int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2185 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2186 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2187 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2188 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2189 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2246 int mflags; 2361 int mflags;
2247 2362
2248 if (dir < 0) 2363 if (dir < 0)
2249 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2250 2365
2251 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2252 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2253 2368
2254 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2255 2370
2256 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2257 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2283 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2284 */ 2399 */
2285int 2400int
2286can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2287{ 2402{
2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2291} 2406}
2407
2408//-GPL
2292 2409
2293/* 2410/*
2294 * create clone from object to another 2411 * create clone from object to another
2295 */ 2412 */
2296object * 2413object *
2327 return tmp; 2444 return tmp;
2328 2445
2329 return 0; 2446 return 0;
2330} 2447}
2331 2448
2449/* Zero the key_values on op, decrementing the shared-string
2450 * refcounts and freeing the links.
2451 */
2452void
2453key_values::clear ()
2454{
2455 for (key_value *kvp = first; kvp; )
2456 {
2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2332shstr_tmp 2465shstr_tmp
2333object::kv_get (shstr_tmp key) const 2466key_values::get (shstr_tmp key) const
2334{ 2467{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2468 for (key_value *kv = first; kv; kv = kv->next)
2336 if (kv->key == key) 2469 if (kv->key == key)
2337 return kv->value; 2470 return kv->value;
2338 2471
2339 return shstr (); 2472 return shstr ();
2340} 2473}
2341 2474
2342void 2475void
2476key_values::add (shstr_tmp key, shstr_tmp value)
2477{
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2343object::kv_set (shstr_tmp key, shstr_tmp value) 2488key_values::set (shstr_tmp key, shstr_tmp value)
2344{ 2489{
2345 for (key_value *kv = key_values; kv; kv = kv->next) 2490 for (key_value *kv = first; kv; kv = kv->next)
2346 if (kv->key == key) 2491 if (kv->key == key)
2347 { 2492 {
2348 kv->value = value; 2493 kv->value = value;
2349 return; 2494 return;
2350 } 2495 }
2351 2496
2352 key_value *kv = new key_value; 2497 add (key, value);
2353
2354 kv->next = key_values;
2355 kv->key = key;
2356 kv->value = value;
2357
2358 key_values = kv;
2359} 2498}
2360 2499
2361void 2500void
2362object::kv_del (shstr_tmp key) 2501key_values::del (shstr_tmp key)
2363{ 2502{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key) 2504 if ((*kvp)->key == key)
2366 { 2505 {
2367 key_value *kv = *kvp; 2506 key_value *kv = *kvp;
2368 *kvp = (*kvp)->next; 2507 *kvp = (*kvp)->next;
2369 delete kv; 2508 delete kv;
2370 return; 2509 return;
2371 } 2510 }
2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2520 {
2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2526
2527 first = prev;
2528}
2529
2530key_values &
2531key_values::operator =(const key_values &kv)
2532{
2533 clear ();
2534
2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2372} 2539}
2373 2540
2374object::depth_iterator::depth_iterator (object *container) 2541object::depth_iterator::depth_iterator (object *container)
2375: iterator_base (container) 2542: iterator_base (container)
2376{ 2543{
2460{ 2627{
2461 return map ? map->region (x, y) 2628 return map ? map->region (x, y)
2462 : region::default_region (); 2629 : region::default_region ();
2463} 2630}
2464 2631
2465const materialtype_t * 2632//+GPL
2466object::dominant_material () const
2467{
2468 if (materialtype_t *mt = name_to_material (materialname))
2469 return mt;
2470
2471 return name_to_material (shstr_unknown);
2472}
2473 2633
2474void 2634void
2475object::open_container (object *new_container) 2635object::open_container (object *new_container)
2476{ 2636{
2477 if (container == new_container) 2637 if (container == new_container)
2512 // TODO: this does not seem to serve any purpose anymore? 2672 // TODO: this does not seem to serve any purpose anymore?
2513#if 0 2673#if 0
2514 // insert the "Close Container" object. 2674 // insert the "Close Container" object.
2515 if (archetype *closer = new_container->other_arch) 2675 if (archetype *closer = new_container->other_arch)
2516 { 2676 {
2517 object *closer = arch_to_object (new_container->other_arch); 2677 object *closer = new_container->other_arch->instance ();
2518 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2678 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2519 new_container->insert (closer); 2679 new_container->insert (closer);
2520 } 2680 }
2521#endif 2681#endif
2522 2682
2535 } 2695 }
2536// else if (!old_container->env && contr && contr->ns) 2696// else if (!old_container->env && contr && contr->ns)
2537// contr->ns->floorbox_reset (); 2697// contr->ns->floorbox_reset ();
2538} 2698}
2539 2699
2700//-GPL
2701
2702// prefetch some flat area around the player
2703static void
2704prefetch_surrounding_area (object *op, maptile *map, int range)
2705{
2706 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2707 op->x - range , op->y - range ,
2708 op->x + range + 1, op->y + range + 1);
2709 rect->m;
2710 ++rect)
2711 {
2712 rect->m->touch ();
2713 rect->m->activate ();
2714 }
2715}
2716
2717// prefetch a generous area around the player, also up and down
2718void
2719object::prefetch_surrounding_maps ()
2720{
2721 prefetch_surrounding_area (this, map, 40);
2722
2723 if (maptile *m = map->tile_available (TILE_DOWN))
2724 prefetch_surrounding_area (this, m, 20);
2725
2726 if (maptile *m = map->tile_available (TILE_UP))
2727 prefetch_surrounding_area (this, m, 20);
2728}
2729
2730//+GPL
2731
2540object * 2732object *
2541object::force_find (shstr_tmp name) 2733object::force_find (shstr_tmp name)
2542{ 2734{
2543 /* cycle through his inventory to look for the MARK we want to 2735 /* cycle through his inventory to look for the MARK we want to
2544 * place 2736 * place
2545 */ 2737 */
2546 for (object *tmp = inv; tmp; tmp = tmp->below) 2738 for (object *tmp = inv; tmp; tmp = tmp->below)
2547 if (tmp->type == FORCE && tmp->slaying == name) 2739 if (tmp->type == FORCE && tmp->slaying == name)
2548 return splay (tmp); 2740 return splay (tmp);
2549 2741
2563object::force_add (shstr_tmp name, int duration) 2755object::force_add (shstr_tmp name, int duration)
2564{ 2756{
2565 if (object *force = force_find (name)) 2757 if (object *force = force_find (name))
2566 force->destroy (); 2758 force->destroy ();
2567 2759
2568 object *force = get_archetype (FORCE_NAME); 2760 object *force = archetype::get (FORCE_NAME);
2569 2761
2570 force->slaying = name; 2762 force->slaying = name;
2571
2572 force->force_set_timer (duration); 2763 force->force_set_timer (duration);
2573
2574 force->flag [FLAG_APPLIED] = true; 2764 force->flag [FLAG_APPLIED] = true;
2575 2765
2576 return insert (force); 2766 return insert (force);
2577} 2767}
2578 2768
2579void 2769void
2628 2818
2629 insert (force); 2819 insert (force);
2630 } 2820 }
2631} 2821}
2632 2822
2823void object::change_move_type (MoveType mt)
2824{
2825 if (move_type == mt)
2826 return;
2827
2828 if (is_on_map ())
2829 {
2830 // we are on the map, so handle move_on/off effects
2831 remove ();
2832 move_type = mt;
2833 map->insert (this, x, y, this);
2834 }
2835 else
2836 move_type = mt;
2837}
2838
2839/* object should be a player.
2840 * we return the object the player has marked with the 'mark' command
2841 * below. If no match is found (or object has changed), we return
2842 * NULL. We leave it up to the calling function to print messages if
2843 * nothing is found.
2844 */
2845object *
2846object::mark () const
2847{
2848 if (contr && contr->mark && contr->mark->env == this)
2849 return contr->mark;
2850 else
2851 return 0;
2852}
2853
2854// put marked object first in the inventory
2855// this is used by identify-like spells so players can influence
2856// the order a bit.
2857void
2858object::splay_marked ()
2859{
2860 if (object *marked = mark ())
2861 splay (marked);
2862}
2863

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