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Comparing deliantra/server/common/object.C (file contents):
Revision 1.288 by root, Sat Oct 3 22:36:08 2009 UTC vs.
Revision 1.337 by root, Thu May 6 21:45:49 2010 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000; 37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
41 49
42short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
43 0, 51 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 57 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
53}; 61};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
60int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
61 0, 63 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 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 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65}; 67};
66 68
69static int maxfree[SIZEOFFREE] = {
70 0,
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,
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};
75
67static void 76static void
68write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
69{ 78{
70 CALL_BEGIN (2); 79 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 83 CALL_END;
75} 84}
76 85
77static void 86static void
78read_uuid (void) 87read_uuid ()
79{ 88{
80 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
81 90
82 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
83 92
97 106
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 108 _exit (1);
100 } 109 }
101 110
102 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 112 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
105 114
106 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
107 { 116 {
134 143
135void 144void
136UUID::init () 145UUID::init ()
137{ 146{
138 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
139} 213}
140 214
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 216static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
179 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
180 * check weight 254 * check weight
181 */ 255 */
182bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
183{ 257{
184 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
185 if (ob1 == ob2 259 if (ob1 == ob2
186 || ob1->type != ob2->type 260 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value 261 || ob1->value != ob2->value
189 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
190 return 0; 264 return 0;
191 265
192 /* Do not merge objects if nrof would overflow, assume nrof 266 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */ 267 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof) 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
199 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
200 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
201 * flags lose any meaning. 275 * flags lose any meaning.
202 */ 276 */
203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
204 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
205 279
206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
207 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
208 282
209 if (ob1->arch->archname != ob2->arch->archname 283 if (ob1->arch->archname != ob2->arch->archname
210 || ob1->name != ob2->name 284 || ob1->name != ob2->name
211 || ob1->title != ob2->title 285 || ob1->title != ob2->title
212 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
215 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
216 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
217 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
218 || ob1->value != ob2->value 292 || ob1->value != ob2->value
219 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
221 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
222 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
223 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
224 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
225 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
226 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
227 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
228 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
229 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0; 308 return 0;
235 309
236 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
261 335
262 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
263 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
264 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
265 */ 339 */
266 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
267 return 0; 341 return 0;
268 342
269 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
270 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
271 * check? 345 * check?
272 */ 346 */
273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
274 return 0; 348 return 0;
275 349
276 switch (ob1->type) 350 switch (ob1->type)
277 { 351 {
278 case SCROLL: 352 case SCROLL:
334 408
335 // the player itself is always on a map, so we will find him here 409 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 410 // even if our inv is in a player.
337 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 413 if (pl->container_ () == env)
340 return pl; 414 return pl;
341 } 415 }
342 else 416 else
343 { 417 {
344 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 422 || pl->container_ () == this)
349 return pl; 423 return pl;
350 } 424 }
351 } 425 }
352 426
353 return 0; 427 return 0;
354} 428}
355 429
356// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
357static sint32 431static uint32
358weight_adjust_for (object *op, sint32 weight) 432weight_adjust_for (object *op, uint32 weight)
359{ 433{
360 return op->type == CONTAINER 434 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? weight - weight * op->stats.Str / 100
362 : weight; 436 : weight;
363} 437}
364 438
365/* 439/*
366 * adjust_weight(object, weight) adds the specified weight to an object, 440 * subtracts, then adds, the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying. 441 * and also updates how much the environment(s) is/are carrying.
368 */ 442 */
369static void 443static void
370adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 sub, sint32 add)
371{ 445{
372 while (op) 446 while (op)
373 { 447 {
374 // adjust by actual difference to account for rounding errors 448 sint32 ocarrying = op->carrying;
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378 449
379 if (!weight) 450 op->carrying -= weight_adjust_for (op, sub);
380 return; 451 op->carrying += weight_adjust_for (op, add);
381
382 op->carrying += weight;
383 452
384 if (object *pl = op->visible_to ()) 453 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily 454 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op); 455 esrv_update_item (UPD_WEIGHT, pl, op);
387 456
457 sub = ocarrying;
458 add = op->carrying;
459
388 op = op->env; 460 op = op->env;
389 } 461 }
390} 462}
391 463
392/* 464/*
399{ 471{
400 sint32 sum = 0; 472 sint32 sum = 0;
401 473
402 for (object *op = inv; op; op = op->below) 474 for (object *op = inv; op; op = op->below)
403 { 475 {
404 if (op->inv)
405 op->update_weight (); 476 op->update_weight ();
406 477
407 sum += op->total_weight (); 478 sum += weight_adjust_for (this, op->total_weight ());
408 } 479 }
409
410 sum = weight_adjust_for (this, sum);
411 480
412 if (sum != carrying) 481 if (sum != carrying)
413 { 482 {
483 if (carrying != sum && carrying)//D
484 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
485 (long long)sum, (long long)carrying, debug_desc ());
486
414 carrying = sum; 487 carrying = sum;
415 488
416 if (object *pl = visible_to ()) 489 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily 490 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this); 491 esrv_update_item (UPD_WEIGHT, pl, this);
431 object_freezer freezer; 504 object_freezer freezer;
432 op->write (freezer); 505 op->write (freezer);
433 return freezer.as_string (); 506 return freezer.as_string ();
434} 507}
435 508
436/* 509char *
437 * get_nearest_part(multi-object, object 2) returns the part of the 510object::as_string ()
438 * multi-object 1 which is closest to the second object.
439 * If it's not a multi-object, it is returned.
440 */
441object *
442get_nearest_part (object *op, const object *pl)
443{ 511{
444 object *tmp, *closest; 512 return dump_object (this);
445 int last_dist, i;
446
447 if (!op->more)
448 return op;
449
450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
453 if ((i = distance (tmp, pl)) < last_dist)
454 closest = tmp, last_dist = i;
455
456 return closest;
457} 513}
458 514
459/* 515/*
460 * Returns the object which has the count-variable equal to the argument. 516 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow. 517 * VERRRY slow.
463object * 519object *
464find_object (tag_t i) 520find_object (tag_t i)
465{ 521{
466 for_all_objects (op) 522 for_all_objects (op)
467 if (op->count == i) 523 if (op->count == i)
524 return op;
525
526 return 0;
527}
528
529/*
530 * Returns the object which has the uuid equal to the argument.
531 * MOAR VERRRY slow.
532 */
533
534object *
535find_object_uuid (UUID i)
536{
537 for_all_objects (op)
538 if (op->uuid == i)
468 return op; 539 return op;
469 540
470 return 0; 541 return 0;
471} 542}
472 543
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 577 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return; 578 return;
508 } 579 }
509 580
510 this->owner = owner; 581 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first - use the 'body' command to see "
561 "how many items you cna wera on a specific body part.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
578} 582}
579 583
580/* Zero the key_values on op, decrementing the shared-string 584/* Zero the key_values on op, decrementing the shared-string
581 * refcounts and freeing the links. 585 * refcounts and freeing the links.
582 */ 586 */
635 tail = new_link; 639 tail = new_link;
636 } 640 }
637 } 641 }
638 } 642 }
639 643
640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
643 dst->activate (); 644 dst->activate ();
644} 645}
645 646
646void 647void
647object::instantiate () 648object::instantiate ()
648{ 649{
649 if (!uuid.seq) // HACK 650 if (!uuid.seq) // HACK
650 uuid = UUID::gen (); 651 uuid = UUID::gen ();
651 652
653 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
654 if (flag [FLAG_RANDOM_SPEED] && speed)
655 speed_left = - speed - rndm (); // TODO animation
656 else
652 speed_left = -0.1f; 657 speed_left = -1.;
658
653 /* copy the body_info to the body_used - this is only really 659 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything. 660 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting 661 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created 662 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped. 663 * for it, they can be properly equipped.
665object * 671object *
666object::clone () 672object::clone ()
667{ 673{
668 object *neu = create (); 674 object *neu = create ();
669 copy_to (neu); 675 copy_to (neu);
676
677 // TODO: unclean state changes, should not be done in clone AND instantiate
678 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
679 neu->speed_left = - neu->speed - rndm (); // TODO animation
680
670 neu->map = map; // not copied by copy_to 681 neu->map = map; // not copied by copy_to
671 return neu; 682 return neu;
672} 683}
673 684
674/* 685/*
677 * be called to update the face variable, _and_ how it looks on the map. 688 * be called to update the face variable, _and_ how it looks on the map.
678 */ 689 */
679void 690void
680update_turn_face (object *op) 691update_turn_face (object *op)
681{ 692{
682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 693 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
683 return; 694 return;
684 695
685 SET_ANIMATION (op, op->direction); 696 SET_ANIMATION (op, op->direction);
686 update_object (op, UP_OBJ_FACE); 697 update_object (op, UP_OBJ_FACE);
687} 698}
692 * This function needs to be called whenever the speed of an object changes. 703 * This function needs to be called whenever the speed of an object changes.
693 */ 704 */
694void 705void
695object::set_speed (float speed) 706object::set_speed (float speed)
696{ 707{
697 if (flag [FLAG_FREED] && speed)
698 {
699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700 speed = 0;
701 }
702
703 this->speed = speed; 708 this->speed = speed;
704 709
705 if (has_active_speed ()) 710 if (has_active_speed ())
706 activate (); 711 activate ();
707 else 712 else
757 762
758 if (!(m.flags_ & P_UPTODATE)) 763 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 764 /* nop */;
760 else if (action == UP_OBJ_INSERT) 765 else if (action == UP_OBJ_INSERT)
761 { 766 {
767#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
765 || (op->is_player () && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
773 * have move_allow right now. 779 * have move_allow right now.
774 */ 780 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.invalidate (); 782 m.invalidate ();
783#else
784 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
785 m.invalidate ();
786#endif
778 } 787 }
779 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 790 * that is being removed.
782 */ 791 */
791 update_object (op->more, action); 800 update_object (op->more, action);
792} 801}
793 802
794object::object () 803object::object ()
795{ 804{
796 SET_FLAG (this, FLAG_REMOVED); 805 this->set_flag (FLAG_REMOVED);
797 806
798 //expmul = 1.0; declared const for the time being 807 //expmul = 1.0; declared const for the time being
799 face = blank_face; 808 face = blank_face;
809 material = MATERIAL_NULL;
800} 810}
801 811
802object::~object () 812object::~object ()
803{ 813{
804 unlink (); 814 unlink ();
805 815
806 free_key_values (this); 816 free_key_values (this);
807} 817}
808
809static int object_count;
810 818
811void object::link () 819void object::link ()
812{ 820{
813 assert (!index);//D 821 assert (!index);//D
814 uuid = UUID::gen (); 822 uuid = UUID::gen ();
815 count = ++object_count;
816 823
817 refcnt_inc (); 824 refcnt_inc ();
818 objects.insert (this); 825 objects.insert (this);
826
827 ++create_count;
828
819} 829}
820 830
821void object::unlink () 831void object::unlink ()
822{ 832{
823 if (!index) 833 if (!index)
824 return; 834 return;
835
836 ++destroy_count;
825 837
826 objects.erase (this); 838 objects.erase (this);
827 refcnt_dec (); 839 refcnt_dec ();
828} 840}
829 841
934 map->insert (op, x, y); 946 map->insert (op, x, y);
935 } 947 }
936 } 948 }
937} 949}
938 950
951/*
952 * Remove and free all objects in the inventory of the given object.
953 * Unlike destroy_inv, this assumes the *this is destroyed as well
954 * well, so we can (and have to!) take shortcuts.
955 */
956void
957object::destroy_inv_fast ()
958{
959 while (object *op = inv)
960 {
961 // remove from object the fast way
962 op->flag [FLAG_REMOVED] = true;
963 op->env = 0;
964 if ((inv = inv->below))
965 inv->above = 0;
966
967 // then destroy
968 op->destroy ();
969 }
970}
971
972void
973object::freelist_free (int count)
974{
975 while (count-- && freelist)
976 {
977 freelist_item *next = freelist->next;
978 // count is being "destroyed"
979
980 sfree ((char *)freelist, sizeof (object));
981
982 freelist = next;
983 --free_count;
984 }
985}
986
987object *
939object *object::create () 988object::create ()
940{ 989{
941 object *op = new object; 990 object *op;
991
992 if (freelist)
993 {
994 freelist_item li = *freelist;
995 memset (freelist, 0, sizeof (object));
996
997 op = new (freelist) object;
998 op->count = li.count;
999
1000 freelist = li.next;
1001 --free_count;
1002 }
1003 else
1004 {
1005 void *ni = salloc0<char> (sizeof (object));
1006
1007 op = new(ni) object;
1008
1009 op->count = ++object_count;
1010 }
1011
942 op->link (); 1012 op->link ();
1013
943 return op; 1014 return op;
944} 1015}
945 1016
1017void
1018object::do_delete ()
1019{
1020 uint32_t count = this->count;
1021
1022 this->~object ();
1023
1024 freelist_item *li = (freelist_item *)this;
1025 li->next = freelist;
1026 li->count = count;
1027
1028 freelist = li;
1029 ++free_count;
1030}
1031
946static struct freed_map : maptile 1032static struct freed_map : maptile
947{ 1033{
948 freed_map () 1034 freed_map ()
1035 : maptile (3, 3)
949 { 1036 {
950 path = "<freed objects map>"; 1037 path = "<freed objects map>";
951 name = "/internal/freed_objects_map"; 1038 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1; 1039 no_drop = 1;
955 no_reset = 1; 1040 no_reset = 1;
956 1041
957 alloc ();
958 in_memory = MAP_ACTIVE; 1042 in_memory = MAP_ACTIVE;
959 } 1043 }
960 1044
961 ~freed_map () 1045 ~freed_map ()
962 { 1046 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1097 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy (); 1098 head->destroy ();
1015 return; 1099 return;
1016 } 1100 }
1017 1101
1018 destroy_inv (false); 1102 destroy_inv_fast ();
1019 1103
1020 if (is_head ()) 1104 if (is_head ())
1021 if (sound_destroy) 1105 if (sound_destroy)
1022 play_sound (sound_destroy); 1106 play_sound (sound_destroy);
1023 else if (flag [FLAG_MONSTER]) 1107 else if (flag [FLAG_MONSTER])
1034 * the previous environment. 1118 * the previous environment.
1035 */ 1119 */
1036void 1120void
1037object::do_remove () 1121object::do_remove ()
1038{ 1122{
1039 object *tmp, *last = 0;
1040 object *otmp;
1041
1042 if (flag [FLAG_REMOVED]) 1123 if (flag [FLAG_REMOVED])
1043 return; 1124 return;
1044 1125
1045 INVOKE_OBJECT (REMOVE, this); 1126 INVOKE_OBJECT (REMOVE, this);
1046 1127
1058 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1139 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1059 if (object *pl = visible_to ()) 1140 if (object *pl = visible_to ())
1060 esrv_del_item (pl->contr, count); 1141 esrv_del_item (pl->contr, count);
1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1142 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062 1143
1063 adjust_weight (env, -total_weight ()); 1144 adjust_weight (env, total_weight (), 0);
1064 1145
1065 object *pl = in_player (); 1146 object *pl = in_player ();
1066 1147
1067 /* we set up values so that it could be inserted into 1148 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1149 * the map, but we don't actually do that - it is up
1078 1159
1079 above = 0; 1160 above = 0;
1080 below = 0; 1161 below = 0;
1081 env = 0; 1162 env = 0;
1082 1163
1083 /* NO_FIX_PLAYER is set when a great many changes are being 1164 if (pl && pl->is_player ())
1084 * made to players inventory. If set, avoiding the call
1085 * to save cpu time.
1086 */ 1165 {
1087 if (pl) 1166 if (expect_false (pl->contr->combat_ob == this))
1088 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1089 { 1167 {
1090 pl->update_stats (); 1168 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1169 pl->contr->combat_ob = 0;
1170 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1171 }
1091 1172
1173 if (expect_false (pl->contr->ranged_ob == this))
1174 {
1175 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1176 pl->contr->ranged_ob = 0;
1177 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1178 }
1179
1180 pl->contr->queue_stats_update ();
1181
1092 if (glow_radius && pl->is_on_map ()) 1182 if (expect_false (glow_radius) && pl->is_on_map ())
1093 update_all_los (pl->map, pl->x, pl->y); 1183 update_all_los (pl->map, pl->x, pl->y);
1094 } 1184 }
1095 } 1185 }
1096 else if (map) 1186 else if (map)
1097 { 1187 {
1098 map->dirty = true; 1188 map->dirty = true;
1099 mapspace &ms = this->ms (); 1189 mapspace &ms = this->ms ();
1112 close_container (); 1202 close_container ();
1113 1203
1114 --map->players; 1204 --map->players;
1115 map->touch (); 1205 map->touch ();
1116 } 1206 }
1117 else if (pl->container == this) 1207 else if (pl->container_ () == this)
1118 { 1208 {
1119 // removing a container should close it 1209 // removing a container should close it
1120 close_container (); 1210 close_container ();
1121 } 1211 }
1122 1212 else
1123 esrv_del_item (pl->contr, count); 1213 esrv_del_item (pl->contr, count);
1124 } 1214 }
1125 1215
1126 /* link the object above us */ 1216 /* link the object above us */
1127 // re-link, make sure compiler can easily use cmove 1217 // re-link, make sure compiler can easily use cmove
1128 *(above ? &above->below : &ms.top) = below; 1218 *(above ? &above->below : &ms.top) = below;
1138 1228
1139 int check_walk_off = !flag [FLAG_NO_APPLY]; 1229 int check_walk_off = !flag [FLAG_NO_APPLY];
1140 1230
1141 if (object *pl = ms.player ()) 1231 if (object *pl = ms.player ())
1142 { 1232 {
1143 if (pl->container == this) 1233 if (pl->container_ () == this)
1144 /* If a container that the player is currently using somehow gets 1234 /* If a container that the player is currently using somehow gets
1145 * removed (most likely destroyed), update the player view 1235 * removed (most likely destroyed), update the player view
1146 * appropriately. 1236 * appropriately.
1147 */ 1237 */
1148 pl->close_container (); 1238 pl->close_container ();
1152 //TODO: update floorbox to preserve ordering 1242 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns) 1243 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update (); 1244 pl->contr->ns->floorbox_update ();
1155 } 1245 }
1156 1246
1247 if (check_walk_off)
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1248 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1158 { 1249 {
1250 above = tmp->above;
1251
1159 /* No point updating the players look faces if he is the object 1252 /* No point updating the players look faces if he is the object
1160 * being removed. 1253 * being removed.
1161 */ 1254 */
1162 1255
1163 /* See if object moving off should effect something */ 1256 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off) 1257 if ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1258 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1167 {
1168 move_apply (tmp, this, 0); 1259 move_apply (tmp, this, 0);
1169
1170 if (destroyed ())
1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1172 } 1260 }
1173
1174 last = tmp;
1175 }
1176 1261
1177 if (affects_los ()) 1262 if (affects_los ())
1178 update_all_los (map, x, y); 1263 update_all_los (map, x, y);
1179 } 1264 }
1180} 1265}
1224 1309
1225 object *prev = this; 1310 object *prev = this;
1226 1311
1227 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1312 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1228 { 1313 {
1229 object *op = arch_to_object (at); 1314 object *op = at->instance ();
1230 1315
1231 op->name = name; 1316 op->name = name;
1232 op->name_pl = name_pl; 1317 op->name_pl = name_pl;
1233 op->title = title; 1318 op->title = title;
1234 1319
1272 * Passing 0 for flag gives proper default values, so flag really only needs 1357 * Passing 0 for flag gives proper default values, so flag really only needs
1273 * to be set if special handling is needed. 1358 * to be set if special handling is needed.
1274 * 1359 *
1275 * Return value: 1360 * Return value:
1276 * new object if 'op' was merged with other object 1361 * new object if 'op' was merged with other object
1277 * NULL if 'op' was destroyed 1362 * NULL if there was an error (destroyed, blocked etc.)
1278 * just 'op' otherwise 1363 * just 'op' otherwise
1279 */ 1364 */
1280object * 1365object *
1281insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1366insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1282{ 1367{
1319 // from here :/ 1404 // from here :/
1320 op->nrof += tmp->nrof; 1405 op->nrof += tmp->nrof;
1321 tmp->destroy (); 1406 tmp->destroy ();
1322 } 1407 }
1323 1408
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1409 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1410 op->clr_flag (FLAG_INV_LOCKED);
1326 1411
1327 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1412 if (!op->flag [FLAG_ALIVE])
1328 CLEAR_FLAG (op, FLAG_NO_STEAL); 1413 op->clr_flag (FLAG_NO_STEAL);
1329 1414
1330 if (flag & INS_BELOW_ORIGINATOR) 1415 if (flag & INS_BELOW_ORIGINATOR)
1331 { 1416 {
1332 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1417 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1333 { 1418 {
1368 * when lots of spells are cast in one area. Currently, it is presumed 1453 * when lots of spells are cast in one area. Currently, it is presumed
1369 * that flying non pickable objects are spell objects. 1454 * that flying non pickable objects are spell objects.
1370 */ 1455 */
1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1456 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1372 { 1457 {
1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1458 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1374 floor = tmp; 1459 floor = tmp;
1375 1460
1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1461 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1377 { 1462 {
1378 /* We insert above top, so we want this object below this */ 1463 /* We insert above top, so we want this object below this */
1379 top = tmp->below; 1464 top = tmp->below;
1380 break; 1465 break;
1381 } 1466 }
1399 && (op->face && !faces [op->face].visibility)) 1484 && (op->face && !faces [op->face].visibility))
1400 { 1485 {
1401 object *last; 1486 object *last;
1402 1487
1403 for (last = top; last != floor; last = last->below) 1488 for (last = top; last != floor; last = last->below)
1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1489 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1405 break; 1490 break;
1406 1491
1407 /* Check to see if we found the object that blocks view, 1492 /* Check to see if we found the object that blocks view,
1408 * and make sure we have a below pointer for it so that 1493 * and make sure we have a below pointer for it so that
1409 * we can get inserted below this one, which requires we 1494 * we can get inserted below this one, which requires we
1482 */ 1567 */
1483 1568
1484 /* if this is not the head or flag has been passed, don't check walk on status */ 1569 /* if this is not the head or flag has been passed, don't check walk on status */
1485 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1570 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1486 { 1571 {
1487 if (check_move_on (op, originator)) 1572 if (check_move_on (op, originator, flag))
1488 return 0; 1573 return 0;
1489 1574
1490 /* If we are a multi part object, lets work our way through the check 1575 /* If we are a multi part object, let's work our way through the check
1491 * walk on's. 1576 * walk on's.
1492 */ 1577 */
1493 for (object *tmp = op->more; tmp; tmp = tmp->more) 1578 for (object *tmp = op->more; tmp; tmp = tmp->more)
1494 if (check_move_on (tmp, originator)) 1579 if (check_move_on (tmp, originator, flag))
1495 return 0; 1580 return 0;
1496 } 1581 }
1497 1582
1498 return op; 1583 return op;
1499} 1584}
1509 1594
1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1595 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 if (tmp->arch->archname == archname) /* same archetype */ 1596 if (tmp->arch->archname == archname) /* same archetype */
1512 tmp->destroy (); 1597 tmp->destroy ();
1513 1598
1514 object *tmp = arch_to_object (archetype::find (archname)); 1599 object *tmp = archetype::find (archname)->instance ();
1515 1600
1516 tmp->x = op->x; 1601 tmp->x = op->x;
1517 tmp->y = op->y; 1602 tmp->y = op->y;
1518 1603
1519 insert_ob_in_map (tmp, op->map, op, 0); 1604 insert_ob_in_map (tmp, op->map, op, 0);
1524{ 1609{
1525 if (where->env) 1610 if (where->env)
1526 return where->env->insert (this); 1611 return where->env->insert (this);
1527 else 1612 else
1528 return where->map->insert (this, where->x, where->y, originator, flags); 1613 return where->map->insert (this, where->x, where->y, originator, flags);
1614}
1615
1616// check whether we can put this into the map, respect max_volume, max_items
1617bool
1618object::can_drop_at (maptile *m, int x, int y, object *originator)
1619{
1620 mapspace &ms = m->at (x, y);
1621
1622 int items = ms.items ();
1623
1624 if (!items // testing !items ensures we can drop at least one item
1625 || (items < m->max_items
1626 && ms.volume () < m->max_volume))
1627 return true;
1628
1629 if (originator && originator->is_player ())
1630 originator->contr->failmsgf (
1631 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1632 query_name ()
1633 );
1634
1635 return false;
1529} 1636}
1530 1637
1531/* 1638/*
1532 * decrease(object, number) decreases a specified number from 1639 * decrease(object, number) decreases a specified number from
1533 * the amount of an object. If the amount reaches 0, the object 1640 * the amount of an object. If the amount reaches 0, the object
1543 1650
1544 nr = min (nr, nrof); 1651 nr = min (nr, nrof);
1545 1652
1546 if (nrof > nr) 1653 if (nrof > nr)
1547 { 1654 {
1655 sint64 oweight = total_weight ();
1656
1548 nrof -= nr; 1657 nrof -= nr;
1549 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1550 1658
1551 if (object *pl = visible_to ()) 1659 if (object *pl = visible_to ())
1552 esrv_update_item (UPD_NROF, pl, this); 1660 esrv_update_item (UPD_NROF, pl, this);
1661
1662 adjust_weight (env, oweight, total_weight ());
1553 1663
1554 return true; 1664 return true;
1555 } 1665 }
1556 else 1666 else
1557 { 1667 {
1632 if (op->nrof) 1742 if (op->nrof)
1633 for (object *tmp = inv; tmp; tmp = tmp->below) 1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1634 if (object::can_merge (tmp, op)) 1744 if (object::can_merge (tmp, op))
1635 { 1745 {
1636 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1637 (client needs the original object) */ 1747 (client prefers the original object) */
1748
1749 // carring must be 0 for mergable objects
1750 sint64 oweight = tmp->weight * tmp->nrof;
1751
1638 tmp->nrof += op->nrof; 1752 tmp->nrof += op->nrof;
1639 1753
1640 if (object *pl = tmp->visible_to ()) 1754 if (object *pl = tmp->visible_to ())
1641 esrv_update_item (UPD_NROF, pl, tmp); 1755 esrv_update_item (UPD_NROF, pl, tmp);
1642 1756
1643 adjust_weight (this, op->total_weight ()); 1757 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1644 1758
1645 op->destroy (); 1759 op->destroy ();
1646 op = tmp; 1760 op = tmp;
1647 goto inserted; 1761 goto inserted;
1648 } 1762 }
1664 op->flag [FLAG_REMOVED] = 0; 1778 op->flag [FLAG_REMOVED] = 0;
1665 1779
1666 if (object *pl = op->visible_to ()) 1780 if (object *pl = op->visible_to ())
1667 esrv_send_item (pl, op); 1781 esrv_send_item (pl, op);
1668 1782
1669 adjust_weight (this, op->total_weight ()); 1783 adjust_weight (this, 0, op->total_weight ());
1670 1784
1671inserted: 1785inserted:
1672 /* reset the light list and los of the players on the map */ 1786 /* reset the light list and los of the players on the map */
1673 if (op->glow_radius && is_on_map ()) 1787 if (op->glow_radius && is_on_map ())
1674 { 1788 {
1675 update_stats (); 1789 update_stats ();
1676 update_all_los (map, x, y); 1790 update_all_los (map, x, y);
1677 } 1791 }
1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1792 else if (is_player ())
1679 // if this is a player's inventory, update stats 1793 // if this is a player's inventory, update stats
1680 update_stats (); 1794 contr->queue_stats_update ();
1681 1795
1682 INVOKE_OBJECT (INSERT, this); 1796 INVOKE_OBJECT (INSERT, this);
1683 1797
1684 return op; 1798 return op;
1685} 1799}
1703 * MSW 2001-07-08: Check all objects on space, not just those below 1817 * MSW 2001-07-08: Check all objects on space, not just those below
1704 * object being inserted. insert_ob_in_map may not put new objects 1818 * object being inserted. insert_ob_in_map may not put new objects
1705 * on top. 1819 * on top.
1706 */ 1820 */
1707int 1821int
1708check_move_on (object *op, object *originator) 1822check_move_on (object *op, object *originator, int flags)
1709{ 1823{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1824 if (op->flag [FLAG_NO_APPLY])
1711 return 0; 1825 return 0;
1712 1826
1713 object *tmp; 1827 object *tmp;
1714 maptile *m = op->map; 1828 maptile *m = op->map;
1715 int x = op->x, y = op->y; 1829 int x = op->x, y = op->y;
1752 * Second check makes sure that the movement types not being slowed 1866 * Second check makes sure that the movement types not being slowed
1753 * (~slow_move) is not blocked on this space - just because the 1867 * (~slow_move) is not blocked on this space - just because the
1754 * space doesn't slow down swimming (for example), if you can't actually 1868 * space doesn't slow down swimming (for example), if you can't actually
1755 * swim on that space, can't use it to avoid the penalty. 1869 * swim on that space, can't use it to avoid the penalty.
1756 */ 1870 */
1757 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1871 if (!op->flag [FLAG_WIZPASS])
1758 { 1872 {
1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1873 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1874 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1761 { 1875 {
1762 float diff = tmp->move_slow_penalty * fabs (op->speed); 1876 float diff = tmp->move_slow_penalty * fabs (op->speed);
1772 1886
1773 /* Basically same logic as above, except now for actual apply. */ 1887 /* Basically same logic as above, except now for actual apply. */
1774 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1888 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1775 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1889 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1776 { 1890 {
1891 if ((flags & INS_NO_AUTO_EXIT)
1892 && (tmp->type == EXIT || tmp->type == TELEPORTER
1893 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1894 continue;
1895
1777 move_apply (tmp, op, originator); 1896 move_apply (tmp, op, originator);
1778 1897
1779 if (op->destroyed ()) 1898 if (op->destroyed ())
1780 return 1; 1899 return 1;
1781 1900
1893void 2012void
1894flag_inv (object *op, int flag) 2013flag_inv (object *op, int flag)
1895{ 2014{
1896 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2015 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 { 2016 {
1898 SET_FLAG (tmp, flag); 2017 tmp->set_flag (flag);
1899 flag_inv (tmp, flag); 2018 flag_inv (tmp, flag);
1900 } 2019 }
1901} 2020}
1902 2021
1903/* 2022/*
1906void 2025void
1907unflag_inv (object *op, int flag) 2026unflag_inv (object *op, int flag)
1908{ 2027{
1909 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2028 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 { 2029 {
1911 CLEAR_FLAG (tmp, flag); 2030 tmp->clr_flag (flag);
1912 unflag_inv (tmp, flag); 2031 unflag_inv (tmp, flag);
1913 } 2032 }
1914} 2033}
1915 2034
1916/* 2035/*
2106{ 2225{
2107 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2226 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2108} 2227}
2109 2228
2110/* 2229/*
2111 * find_dir_2(delta-x,delta-y) will return a direction in which 2230 * find_dir_2(delta-x,delta-y) will return a direction value
2112 * an object which has subtracted the x and y coordinates of another 2231 * for running into direct [dx, dy].
2113 * object, needs to travel toward it. 2232 * (the opposite of crossfire's find_dir_2!)
2114 */ 2233 */
2115int 2234int
2116find_dir_2 (int x, int y) 2235find_dir_2 (int x, int y)
2117{ 2236{
2237#if 1 // new algorithm
2238 // this works by putting x, y into 16 sectors, which
2239 // are not equal sized, but are a better approximation
2240 // then the old algorithm, and then using a mapping
2241 // table to map it into a direction value.
2242 // basically, it maps these comparisons to each bit
2243 // bit #3: x < 0
2244 // bit #2: y < 0
2245 // bit #1: x > y
2246 // bit #0: x > 2y
2247
2248 static const uint8 dir[16] = {
2249 4, 5, 4, 3,
2250 2, 1, 2, 3,
2251 6, 5, 6, 7,
2252 8, 1, 8, 7,
2253 };
2254 int sector = 0;
2255
2256 // this is a bit ugly, but more likely to result in branchless code
2257 sector |= x < 0 ? 8 : 0;
2258 x = x < 0 ? -x : x; // abs
2259
2260 sector |= y < 0 ? 4 : 0;
2261 y = y < 0 ? -y : y; // abs
2262
2263 if (x > y)
2264 {
2265 sector |= 2;
2266
2267 if (x > y * 2)
2268 sector |= 1;
2269 }
2270 else
2271 {
2272 if (y > x * 2)
2273 sector |= 1;
2274 else if (!y)
2275 return 0; // x == 0 here
2276 }
2277
2278 return dir [sector];
2279#else // old algorithm
2118 int q; 2280 int q;
2119 2281
2120 if (y) 2282 if (y)
2121 q = x * 100 / y; 2283 q = 128 * x / y;
2122 else if (x) 2284 else if (x)
2123 q = -300 * x; 2285 q = -512 * x; // to make it > 309
2124 else 2286 else
2125 return 0; 2287 return 0;
2126 2288
2127 if (y > 0) 2289 if (y > 0)
2128 { 2290 {
2129 if (q < -242) 2291 if (q < -309) return 7;
2292 if (q < -52) return 6;
2293 if (q < 52) return 5;
2294 if (q < 309) return 4;
2295
2130 return 3; 2296 return 3;
2131 if (q < -41) 2297 }
2132 return 2; 2298 else
2133 if (q < 41) 2299 {
2134 return 1; 2300 if (q < -309) return 3;
2135 if (q < 242) 2301 if (q < -52) return 2;
2136 return 8; 2302 if (q < 52) return 1;
2303 if (q < 309) return 8;
2304
2137 return 7; 2305 return 7;
2138 } 2306 }
2139 2307#endif
2140 if (q < -242)
2141 return 7;
2142 if (q < -41)
2143 return 6;
2144 if (q < 41)
2145 return 5;
2146 if (q < 242)
2147 return 4;
2148
2149 return 3;
2150} 2308}
2151 2309
2152/* 2310/*
2153 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2311 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2154 * between two directions (which are expected to be absolute (see absdir()) 2312 * between two directions (which are expected to be absolute (see absdir())
2155 */ 2313 */
2156int 2314int
2157dirdiff (int dir1, int dir2) 2315dirdiff (int dir1, int dir2)
2158{ 2316{
2159 int d;
2160
2161 d = abs (dir1 - dir2); 2317 int d = abs (dir1 - dir2);
2162 if (d > 4)
2163 d = 8 - d;
2164 2318
2165 return d; 2319 return d > 4 ? 8 - d : d;
2166} 2320}
2167 2321
2168/* peterm: 2322/* peterm:
2169 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2323 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2170 * Basically, this is a table of directions, and what directions 2324 * Basically, this is a table of directions, and what directions
2172 * This basically means that if direction is 15, then it could either go 2326 * This basically means that if direction is 15, then it could either go
2173 * direction 4, 14, or 16 to get back to where we are. 2327 * direction 4, 14, or 16 to get back to where we are.
2174 * Moved from spell_util.c to object.c with the other related direction 2328 * Moved from spell_util.c to object.c with the other related direction
2175 * functions. 2329 * functions.
2176 */ 2330 */
2177const int reduction_dir[SIZEOFFREE][3] = { 2331static const int reduction_dir[SIZEOFFREE][3] = {
2178 {0, 0, 0}, /* 0 */ 2332 {0, 0, 0}, /* 0 */
2179 {0, 0, 0}, /* 1 */ 2333 {0, 0, 0}, /* 1 */
2180 {0, 0, 0}, /* 2 */ 2334 {0, 0, 0}, /* 2 */
2181 {0, 0, 0}, /* 3 */ 2335 {0, 0, 0}, /* 3 */
2182 {0, 0, 0}, /* 4 */ 2336 {0, 0, 0}, /* 4 */
2276 * Add a check so we can't pick up invisible objects (0.93.8) 2430 * Add a check so we can't pick up invisible objects (0.93.8)
2277 */ 2431 */
2278int 2432int
2279can_pick (const object *who, const object *item) 2433can_pick (const object *who, const object *item)
2280{ 2434{
2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2435 return /*who->flag [FLAG_WIZ]|| */
2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2436 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2437 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2284} 2438}
2285 2439
2286/* 2440/*
2287 * create clone from object to another 2441 * create clone from object to another
2288 */ 2442 */
2453{ 2607{
2454 return map ? map->region (x, y) 2608 return map ? map->region (x, y)
2455 : region::default_region (); 2609 : region::default_region ();
2456} 2610}
2457 2611
2458const materialtype_t *
2459object::dominant_material () const
2460{
2461 if (materialtype_t *mt = name_to_material (materialname))
2462 return mt;
2463
2464 return name_to_material (shstr_unknown);
2465}
2466
2467void 2612void
2468object::open_container (object *new_container) 2613object::open_container (object *new_container)
2469{ 2614{
2470 if (container == new_container) 2615 if (container == new_container)
2471 return; 2616 return;
2505 // TODO: this does not seem to serve any purpose anymore? 2650 // TODO: this does not seem to serve any purpose anymore?
2506#if 0 2651#if 0
2507 // insert the "Close Container" object. 2652 // insert the "Close Container" object.
2508 if (archetype *closer = new_container->other_arch) 2653 if (archetype *closer = new_container->other_arch)
2509 { 2654 {
2510 object *closer = arch_to_object (new_container->other_arch); 2655 object *closer = new_container->other_arch->instance ();
2511 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2656 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2512 new_container->insert (closer); 2657 new_container->insert (closer);
2513 } 2658 }
2514#endif 2659#endif
2515 2660
2541 return splay (tmp); 2686 return splay (tmp);
2542 2687
2543 return 0; 2688 return 0;
2544} 2689}
2545 2690
2691//-GPL
2692
2693void
2694object::force_set_timer (int duration)
2695{
2696 this->duration = 1;
2697 this->speed_left = -1.f;
2698
2699 this->set_speed (duration ? 1.f / duration : 0.f);
2700}
2701
2546object * 2702object *
2547object::force_add (shstr_tmp name, int duration) 2703object::force_add (shstr_tmp name, int duration)
2548{ 2704{
2549 if (object *force = force_find (name)) 2705 if (object *force = force_find (name))
2550 force->destroy (); 2706 force->destroy ();
2551 2707
2552 object *force = get_archetype (FORCE_NAME); 2708 object *force = get_archetype (FORCE_NAME);
2553 2709
2554 force->slaying = name; 2710 force->slaying = name;
2555 force->stats.food = 1; 2711 force->force_set_timer (duration);
2556 force->speed_left = -1.f;
2557
2558 force->set_speed (duration ? 1.f / duration : 0.f);
2559 force->flag [FLAG_IS_USED_UP] = true;
2560 force->flag [FLAG_APPLIED] = true; 2712 force->flag [FLAG_APPLIED] = true;
2561 2713
2562 return insert (force); 2714 return insert (force);
2563} 2715}
2564 2716
2565void 2717void
2614 2766
2615 insert (force); 2767 insert (force);
2616 } 2768 }
2617} 2769}
2618 2770
2771void object::change_move_type (MoveType mt)
2772{
2773 if (move_type == mt)
2774 return;
2775
2776 if (is_on_map ())
2777 {
2778 // we are on the map, so handle move_on/off effects
2779 remove ();
2780 move_type = mt;
2781 map->insert (this, x, y, this);
2782 }
2783 else
2784 move_type = mt;
2785}
2786
2787/* object should be a player.
2788 * we return the object the player has marked with the 'mark' command
2789 * below. If no match is found (or object has changed), we return
2790 * NULL. We leave it up to the calling function to print messages if
2791 * nothing is found.
2792 */
2793object *
2794object::mark () const
2795{
2796 if (contr && contr->mark && contr->mark->env == this)
2797 return contr->mark;
2798 else
2799 return 0;
2800}
2801

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