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Comparing deliantra/server/common/object.C (file contents):
Revision 1.297 by root, Sat Nov 7 18:30:05 2009 UTC vs.
Revision 1.363 by root, Sun Jan 29 02:47:04 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * 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 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <stdio.h> 26#include <stdio.h>
27#include <sys/types.h> 27#include <sys/types.h>
28#include <sys/uio.h> 28#include <sys/uio.h>
29#include <object.h> 29#include <object.h>
30#include <sproto.h> 30#include <sproto.h>
31#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000; 37uint32_t mapspace::smellcount = 10000;
39 38
40objectvec objects; 39objectvec objects;
41activevec 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;
42 47
43//+GPL 48//+GPL
44 49
45short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
46 0, 51 0,
66 9, 10, 13, 14, 17, 18, 21, 22, 71 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, 72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69}; 74};
70 75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
71static void 95static void
72write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
73{ 97{
74 CALL_BEGIN (2); 98 CALL_BEGIN (2);
75 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
77 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END; 102 CALL_END;
79} 103}
80 104
81static void 105static void
82read_uuid (void) 106read_uuid ()
83{ 107{
84 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
85 109
86 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
87 111
101 125
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1); 127 _exit (1);
104 } 128 }
105 129
106 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
107 buf[0] = 0; 131 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
109 133
110 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
111 { 135 {
138 162
139void 163void
140UUID::init () 164UUID::init ()
141{ 165{
142 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
143} 232}
144 233
145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
146static bool 235static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
148{ 237{
149 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
150 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
151 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
152 */ 241 */
153 242
154 /* For each field in wants, */ 243 /* For each field in wants, */
155 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
156 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
157 return false; 246 return false;
158 247
159 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
160 return true; 249 return true;
161} 250}
183 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
184 * check weight 273 * check weight
185 */ 274 */
186bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
187{ 276{
188 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
189 if (ob1 == ob2 278 if (ob1 == ob2
190 || ob1->type != ob2->type 279 || ob1->type != ob2->type
280 || ob1->value != ob2->value
281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
191 || fabs (ob1->speed - ob2->speed) < MIN_ACTIVE_SPEED 283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
192 || ob1->value != ob2->value
193 || ob1->name != ob2->name)
194 return 0; 284 return 0;
195 285
196 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
197 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
198 if (ob1->nrof > 0x7fffffff - ob2->nrof) 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
202 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
203 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
204 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
205 * flags lose any meaning. 295 * flags lose any meaning.
206 */ 296 */
207 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
208 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
209 299
210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
211 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
212 302
213 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
214 || ob1->name != ob2->name 304 || ob1->name != ob2->name
215 || ob1->title != ob2->title 305 || ob1->title != ob2->title
216 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
219 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
220 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
221 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
222 || ob1->value != ob2->value 312 || ob1->value != ob2->value
223 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
225 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
226 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
227 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
228 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
229 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
230 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
231 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
232 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
233 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
234 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
235 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) < (1.f / 1024.f) 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
238 return 0; 328 return 0;
239 329
240 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
261 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
262 * if it is valid. 352 * if it is valid.
263 */ 353 */
264 } 354 }
265 355
266 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
267 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
268 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
269 */ 359 */
270 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
271 return 0; 361 return 0;
272 362
273 /* Note sure why the following is the case - either the object has to 363 /* Not sure why the following is the case - either the object has to
274 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
275 * check? 365 * check?
276 */ 366 */
277 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
278 return 0; 368 return 0;
279 369
280 switch (ob1->type) 370 switch (ob1->type)
281 { 371 {
282 case SCROLL: 372 case SCROLL:
283 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
284 return 0; 374 return 0;
285 break; 375 break;
286 } 376 }
287 377
288 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
289 { 379 {
290 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
291 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
292 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
293 383
294 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
295 return 0; 385 return 0;
296 } 386 }
356 446
357 return 0; 447 return 0;
358} 448}
359 449
360// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
361static sint32 451static weight_t
362weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, weight_t weight)
363{ 453{
364 return op->type == CONTAINER 454 if (op->type == CONTAINER)
365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 weight -= weight * op->stats.Str / 100;
366 : weight;
367}
368 456
457 return weight;
458}
459
369/* 460/*
370 * adjust_weight(object, weight) adds the specified weight to an object, 461 * subtracts, then adds, the specified weight to an object,
371 * and also updates how much the environment(s) is/are carrying. 462 * and also updates how much the environment(s) is/are carrying.
372 */ 463 */
373static void 464static void
374adjust_weight (object *op, sint32 weight) 465adjust_weight (object *op, weight_t sub, weight_t add)
375{ 466{
376 while (op) 467 while (op)
377 { 468 {
378 // adjust by actual difference to account for rounding errors 469 weight_t carrying = (weight_t)op->carrying
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 470 - weight_adjust_for (op, sub)
380 weight = weight_adjust_for (op, op->carrying) 471 + weight_adjust_for (op, add);
381 - weight_adjust_for (op, op->carrying - weight);
382 472
383 if (!weight) 473 sub = op->carrying;
384 return;
385
386 op->carrying += weight; 474 op->carrying = carrying;
475 add = op->carrying;
387 476
388 if (object *pl = op->visible_to ()) 477 if (object *pl = op->visible_to ())
389 if (pl != op) // player is handled lazily 478 if (pl != op) // player is handled lazily
390 esrv_update_item (UPD_WEIGHT, pl, op); 479 esrv_update_item (UPD_WEIGHT, pl, op);
391 480
399 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
400 */ 489 */
401void 490void
402object::update_weight () 491object::update_weight ()
403{ 492{
404 sint32 sum = 0; 493 weight_t sum = 0;
405 494
406 for (object *op = inv; op; op = op->below) 495 for (object *op = inv; op; op = op->below)
407 { 496 {
408 if (op->inv)
409 op->update_weight (); 497 op->update_weight ();
410 498
411 sum += op->total_weight (); 499 sum += weight_adjust_for (this, op->total_weight ());
412 } 500 }
413
414 sum = weight_adjust_for (this, sum);
415 501
416 if (sum != carrying) 502 if (sum != carrying)
417 { 503 {
504 if (carrying != sum && carrying)//D
505 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
506 (long long)sum, (long long)carrying, debug_desc ());
507
418 carrying = sum; 508 carrying = sum;
419 509
420 if (object *pl = visible_to ()) 510 if (object *pl = visible_to ())
421 if (pl != this) // player is handled lazily 511 if (pl != this) // player is handled lazily
422 esrv_update_item (UPD_WEIGHT, pl, this); 512 esrv_update_item (UPD_WEIGHT, pl, this);
450object * 540object *
451find_object (tag_t i) 541find_object (tag_t i)
452{ 542{
453 for_all_objects (op) 543 for_all_objects (op)
454 if (op->count == i) 544 if (op->count == i)
545 return op;
546
547 return 0;
548}
549
550/*
551 * Returns the object which has the uuid equal to the argument.
552 * MOAR VERRRY slow.
553 */
554
555object *
556find_object_uuid (UUID i)
557{
558 for_all_objects (op)
559 if (op->uuid == i)
455 return op; 560 return op;
456 561
457 return 0; 562 return 0;
458} 563}
459 564
493 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
494 return; 599 return;
495 } 600 }
496 601
497 this->owner = owner; 602 this->owner = owner;
498}
499
500int
501object::slottype () const
502{
503 if (type == SKILL)
504 {
505 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
506 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
507 }
508 else
509 {
510 if (slot [body_combat].info) return slot_combat;
511 if (slot [body_range ].info) return slot_ranged;
512 }
513
514 return slot_none;
515}
516
517bool
518object::change_weapon (object *ob)
519{
520 if (current_weapon == ob)
521 return true;
522
523 if (chosen_skill)
524 chosen_skill->flag [FLAG_APPLIED] = false;
525
526 current_weapon = ob;
527 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
528
529 if (chosen_skill)
530 chosen_skill->flag [FLAG_APPLIED] = true;
531
532 update_stats ();
533
534 if (ob)
535 {
536 // now check wether any body locations became invalid, in which case
537 // we cannot apply the weapon at the moment.
538 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
539 if (slot[i].used < 0)
540 {
541 current_weapon = chosen_skill = 0;
542 update_stats ();
543
544 new_draw_info_format (NDI_UNIQUE, 0, this,
545 "You try to balance all your items at once, "
546 "but the %s is just too much for your body. "
547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
549 return false;
550 }
551
552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
553 }
554 else
555 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
556
557 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
558 {
559 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
560 &name, ob->debug_desc ());
561 return false;
562 }
563
564 return true;
565}
566
567/* Zero the key_values on op, decrementing the shared-string
568 * refcounts and freeing the links.
569 */
570static void
571free_key_values (object *op)
572{
573 for (key_value *i = op->key_values; i; )
574 {
575 key_value *next = i->next;
576 delete i;
577
578 i = next;
579 }
580
581 op->key_values = 0;
582} 603}
583 604
584/* 605/*
585 * copy_to first frees everything allocated by the dst object, 606 * copy_to first frees everything allocated by the dst object,
586 * and then copies the contents of itself into the second 607 * and then copies the contents of itself into the second
592void 613void
593object::copy_to (object *dst) 614object::copy_to (object *dst)
594{ 615{
595 dst->remove (); 616 dst->remove ();
596 *(object_copy *)dst = *this; 617 *(object_copy *)dst = *this;
618
619 // maybe move to object_copy?
620 dst->kv = kv;
621
597 dst->flag [FLAG_REMOVED] = true; 622 dst->flag [FLAG_REMOVED] = true;
598
599 /* Copy over key_values, if any. */
600 if (key_values)
601 {
602 key_value *tail = 0;
603 dst->key_values = 0;
604
605 for (key_value *i = key_values; i; i = i->next)
606 {
607 key_value *new_link = new key_value;
608
609 new_link->next = 0;
610 new_link->key = i->key;
611 new_link->value = i->value;
612
613 /* Try and be clever here, too. */
614 if (!dst->key_values)
615 {
616 dst->key_values = new_link;
617 tail = new_link;
618 }
619 else
620 {
621 tail->next = new_link;
622 tail = new_link;
623 }
624 }
625 }
626
627 if (speed < 0)
628 dst->speed_left -= rndm ();
629
630 dst->activate (); 623 dst->activate ();
631} 624}
632 625
633void 626void
634object::instantiate () 627object::instantiate ()
635{ 628{
636 if (!uuid.seq) // HACK 629 if (!uuid.seq) // HACK
637 uuid = UUID::gen (); 630 uuid = UUID::gen ();
638 631
632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
633 if (flag [FLAG_RANDOM_SPEED] && speed)
634 speed_left = - speed - rndm (); // TODO animation
635 else
639 speed_left = -0.1f; 636 speed_left = -1.;
637
640 /* copy the body_info to the body_used - this is only really 638 /* copy the body_info to the body_used - this is only really
641 * need for monsters, but doesn't hurt to do it for everything. 639 * need for monsters, but doesn't hurt to do it for everything.
642 * by doing so, when a monster is created, it has good starting 640 * by doing so, when a monster is created, it has good starting
643 * values for the body_used info, so when items are created 641 * values for the body_used info, so when items are created
644 * for it, they can be properly equipped. 642 * for it, they can be properly equipped.
645 */ 643 */
646 for (int i = NUM_BODY_LOCATIONS; i--; ) 644 for (int i = NUM_BODY_LOCATIONS; i--; )
647 slot[i].used = slot[i].info; 645 slot[i].used = slot[i].info;
648 646
652object * 650object *
653object::clone () 651object::clone ()
654{ 652{
655 object *neu = create (); 653 object *neu = create ();
656 copy_to (neu); 654 copy_to (neu);
655
656 // TODO: unclean state changes, should not be done in clone AND instantiate
657 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
658 neu->speed_left = - neu->speed - rndm (); // TODO animation
659
657 neu->map = map; // not copied by copy_to 660 neu->map = map; // not copied by copy_to
658 return neu; 661 return neu;
659} 662}
660 663
661/* 664/*
664 * be called to update the face variable, _and_ how it looks on the map. 667 * be called to update the face variable, _and_ how it looks on the map.
665 */ 668 */
666void 669void
667update_turn_face (object *op) 670update_turn_face (object *op)
668{ 671{
669 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
670 return; 673 return;
671 674
672 SET_ANIMATION (op, op->direction); 675 SET_ANIMATION (op, op->direction);
673 update_object (op, UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
674} 677}
735 } 738 }
736 739
737 mapspace &m = op->ms (); 740 mapspace &m = op->ms ();
738 741
739 if (!(m.flags_ & P_UPTODATE)) 742 if (!(m.flags_ & P_UPTODATE))
740 /* nop */; 743 m.update_up (); // nothing to do except copy up
741 else if (action == UP_OBJ_INSERT) 744 else if (action == UP_OBJ_INSERT)
742 { 745 {
743#if 0 746#if 0
744 // this is likely overkill, TODO: revisit (schmorp) 747 // this is likely overkill, TODO: revisit (schmorp)
745 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
746 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
747 || (op->is_player () && !(m.flags_ & P_PLAYER)) 750 || (op->is_player () && !(m.flags_ & P_PLAYER))
748 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
749 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
750 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
751 || (m.move_on | op->move_on ) != m.move_on 754 || (m.move_on | op->move_on ) != m.move_on
752 || (m.move_off | op->move_off ) != m.move_off 755 || (m.move_off | op->move_off ) != m.move_off
753 || (m.move_slow | op->move_slow) != m.move_slow 756 || (m.move_slow | op->move_slow) != m.move_slow
754 /* This isn't perfect, but I don't expect a lot of objects to 757 /* This isn't perfect, but I don't expect a lot of objects to
755 * have move_allow right now. 758 * have move_allow right now.
756 */ 759 */
757 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
758 m.invalidate (); 761 m.invalidate ();
759#else 762#else
760 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) 763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
766 * that is being removed. 769 * that is being removed.
767 */ 770 */
768 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
769 m.invalidate (); 772 m.invalidate ();
770 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
771 /* Nothing to do for that case */ ; 774 m.update_up (); // nothing to do for that case, except copy up
772 else 775 else
773 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
774 777
775 if (op->more) 778 if (op->more)
776 update_object (op->more, action); 779 update_object (op->more, action);
777} 780}
778 781
779object::object () 782object::object ()
780{ 783{
781 SET_FLAG (this, FLAG_REMOVED); 784 this->set_flag (FLAG_REMOVED);
782 785
783 //expmul = 1.0; declared const for the time being 786 //expmul = 1.0; declared const for the time being
784 face = blank_face; 787 face = blank_face;
788 material = MATERIAL_NULL;
785} 789}
786 790
787object::~object () 791object::~object ()
788{ 792{
789 unlink (); 793 unlink ();
790 794
791 free_key_values (this); 795 kv.clear ();
792} 796}
793
794static int object_count;
795 797
796void object::link () 798void object::link ()
797{ 799{
798 assert (!index);//D 800 assert (!index);//D
799 uuid = UUID::gen (); 801 uuid = UUID::gen ();
800 count = ++object_count;
801 802
802 refcnt_inc (); 803 refcnt_inc ();
803 objects.insert (this); 804 objects.insert (this);
805
806 ++create_count;
807
804} 808}
805 809
806void object::unlink () 810void object::unlink ()
807{ 811{
808 if (!index) 812 if (!index)
809 return; 813 return;
814
815 ++destroy_count;
810 816
811 objects.erase (this); 817 objects.erase (this);
812 refcnt_dec (); 818 refcnt_dec ();
813} 819}
814 820
837 op->activate_recursive (); 843 op->activate_recursive ();
838} 844}
839 845
840/* This function removes object 'op' from the list of active 846/* This function removes object 'op' from the list of active
841 * objects. 847 * objects.
842 * This should only be used for style maps or other such 848 * This should only be used for style maps or other such
843 * reference maps where you don't want an object that isn't 849 * reference maps where you don't want an object that isn't
844 * in play chewing up cpu time getting processed. 850 * in play chewing up cpu time getting processed.
845 * The reverse of this is to call update_ob_speed, which 851 * The reverse of this is to call update_ob_speed, which
846 * will do the right thing based on the speed of the object. 852 * will do the right thing based on the speed of the object.
847 */ 853 */
893 * if some form of movement is allowed, let objects 899 * if some form of movement is allowed, let objects
894 * drop on that space. 900 * drop on that space.
895 */ 901 */
896 if (!drop_to_ground 902 if (!drop_to_ground
897 || !map 903 || !map
898 || map->in_memory != MAP_ACTIVE 904 || !map->linkable ()
899 || map->no_drop 905 || map->no_drop
900 || ms ().move_block == MOVE_ALL) 906 || ms ().move_block == MOVE_ALL)
901 { 907 {
902 while (inv) 908 while (inv)
903 inv->destroy (); 909 inv->destroy ();
919 map->insert (op, x, y); 925 map->insert (op, x, y);
920 } 926 }
921 } 927 }
922} 928}
923 929
930/*
931 * Remove and free all objects in the inventory of the given object.
932 * Unlike destroy_inv, this assumes the *this is destroyed as well
933 * well, so we can (and have to!) take shortcuts.
934 */
935void
936object::destroy_inv_fast ()
937{
938 while (object *op = inv)
939 {
940 // remove from object the fast way
941 op->flag [FLAG_REMOVED] = true;
942 op->env = 0;
943 if ((inv = inv->below))
944 inv->above = 0;
945
946 // then destroy
947 op->destroy ();
948 }
949}
950
951void
952object::freelist_free (int count)
953{
954 while (count-- && freelist)
955 {
956 freelist_item *next = freelist->next;
957 // count is being "destroyed"
958
959 sfree ((char *)freelist, sizeof (object));
960
961 freelist = next;
962 --free_count;
963 }
964}
965
966object *
924object *object::create () 967object::create ()
925{ 968{
926 object *op = new object; 969 object *op;
970
971 if (freelist)
972 {
973 freelist_item li = *freelist;
974 memset (freelist, 0, sizeof (object));
975
976 op = new (freelist) object;
977 op->count = li.count;
978
979 freelist = li.next;
980 --free_count;
981 }
982 else
983 {
984 void *ni = salloc0<char> (sizeof (object));
985
986 op = new(ni) object;
987
988 op->count = ++object_count;
989 }
990
927 op->link (); 991 op->link ();
992
928 return op; 993 return op;
929} 994}
930 995
931static struct freed_map : maptile 996void
997object::do_delete ()
932{ 998{
933 freed_map () 999 uint32_t count = this->count;
934 {
935 path = "<freed objects map>";
936 name = "/internal/freed_objects_map";
937 width = 3;
938 height = 3;
939 no_drop = 1;
940 no_reset = 1;
941 1000
942 alloc (); 1001 this->~object ();
943 in_memory = MAP_ACTIVE;
944 }
945 1002
946 ~freed_map () 1003 freelist_item *li = (freelist_item *)this;
947 { 1004 li->next = freelist;
948 destroy (); 1005 li->count = count;
949 } 1006
950} freed_map; // freed objects are moved here to avoid crashes 1007 freelist = li;
1008 ++free_count;
1009}
951 1010
952void 1011void
953object::do_destroy () 1012object::do_destroy ()
954{ 1013{
955 if (flag [FLAG_IS_LINKED]) 1014 if (flag [FLAG_IS_LINKED])
998 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1057 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
999 head->destroy (); 1058 head->destroy ();
1000 return; 1059 return;
1001 } 1060 }
1002 1061
1003 destroy_inv (false); 1062 destroy_inv_fast ();
1004 1063
1005 if (is_head ()) 1064 if (is_head ())
1006 if (sound_destroy) 1065 if (sound_destroy)
1007 play_sound (sound_destroy); 1066 play_sound (sound_destroy);
1008 else if (flag [FLAG_MONSTER]) 1067 else if (flag [FLAG_MONSTER])
1029 flag [FLAG_REMOVED] = true; 1088 flag [FLAG_REMOVED] = true;
1030 1089
1031 if (more) 1090 if (more)
1032 more->remove (); 1091 more->remove ();
1033 1092
1034 /* 1093 /*
1035 * In this case, the object to be removed is in someones 1094 * In this case, the object to be removed is in someones
1036 * inventory. 1095 * inventory.
1037 */ 1096 */
1038 if (env) 1097 if (env)
1039 { 1098 {
1040 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1041 if (object *pl = visible_to ()) 1100 if (object *pl = visible_to ())
1042 esrv_del_item (pl->contr, count); 1101 esrv_del_item (pl->contr, count);
1043 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1044 1103
1045 adjust_weight (env, -total_weight ()); 1104 adjust_weight (env, total_weight (), 0);
1046 1105
1047 object *pl = in_player (); 1106 object *pl = in_player ();
1048 1107
1049 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
1050 * the map, but we don't actually do that - it is up 1109 * the map, but we don't actually do that - it is up
1060 1119
1061 above = 0; 1120 above = 0;
1062 below = 0; 1121 below = 0;
1063 env = 0; 1122 env = 0;
1064 1123
1065 /* NO_FIX_PLAYER is set when a great many changes are being 1124 if (pl && pl->is_player ())
1066 * made to players inventory. If set, avoiding the call
1067 * to save cpu time.
1068 */ 1125 {
1069 if (pl) 1126 if (expect_false (pl->contr->combat_ob == this))
1070 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1071 { 1127 {
1072 pl->update_stats (); 1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1129 pl->contr->combat_ob = 0;
1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1131 }
1073 1132
1133 if (expect_false (pl->contr->ranged_ob == this))
1134 {
1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1136 pl->contr->ranged_ob = 0;
1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1138 }
1139
1140 pl->contr->queue_stats_update ();
1141
1074 if (glow_radius && pl->is_on_map ()) 1142 if (expect_false (glow_radius) && pl->is_on_map ())
1075 update_all_los (pl->map, pl->x, pl->y); 1143 update_all_los (pl->map, pl->x, pl->y);
1076 } 1144 }
1077 } 1145 }
1078 else if (map) 1146 else if (map)
1079 { 1147 {
1080 map->dirty = true; 1148 map->dirty = true;
1081 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
1099 else if (pl->container_ () == this) 1167 else if (pl->container_ () == this)
1100 { 1168 {
1101 // removing a container should close it 1169 // removing a container should close it
1102 close_container (); 1170 close_container ();
1103 } 1171 }
1104 1172 else
1105 esrv_del_item (pl->contr, count); 1173 esrv_del_item (pl->contr, count);
1106 } 1174 }
1107 1175
1108 /* link the object above us */ 1176 /* link the object above us */
1109 // re-link, make sure compiler can easily use cmove 1177 // re-link, make sure compiler can easily use cmove
1110 *(above ? &above->below : &ms.top) = below; 1178 *(above ? &above->below : &ms.top) = below;
1112 1180
1113 above = 0; 1181 above = 0;
1114 below = 0; 1182 below = 0;
1115 1183
1116 ms.invalidate (); 1184 ms.invalidate ();
1117
1118 if (map->in_memory == MAP_SAVING)
1119 return;
1120 1185
1121 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1187
1123 if (object *pl = ms.player ()) 1188 if (object *pl = ms.player ())
1124 { 1189 {
1201 1266
1202 object *prev = this; 1267 object *prev = this;
1203 1268
1204 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1205 { 1270 {
1206 object *op = arch_to_object (at); 1271 object *op = at->instance ();
1207 1272
1208 op->name = name; 1273 op->name = name;
1209 op->name_pl = name_pl; 1274 op->name_pl = name_pl;
1210 op->title = title; 1275 op->title = title;
1211 1276
1249 * Passing 0 for flag gives proper default values, so flag really only needs 1314 * Passing 0 for flag gives proper default values, so flag really only needs
1250 * to be set if special handling is needed. 1315 * to be set if special handling is needed.
1251 * 1316 *
1252 * Return value: 1317 * Return value:
1253 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1254 * NULL if 'op' was destroyed 1319 * NULL if there was an error (destroyed, blocked etc.)
1255 * just 'op' otherwise 1320 * just 'op' otherwise
1256 */ 1321 */
1257object * 1322object *
1258insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1259{ 1324{
1260 op->remove (); 1325 op->remove ();
1261 1326
1262 if (m == &freed_map)//D TODO: remove soon 1327 if (m == &freed_map)//D TODO: remove soon
1263 {//D 1328 {//D
1264 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1265 }//D 1330 }//D
1266 1331
1267 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1268 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1269 * need extra work 1334 * need extra work
1296 // from here :/ 1361 // from here :/
1297 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1363 tmp->destroy ();
1299 } 1364 }
1300 1365
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 op->clr_flag (FLAG_INV_LOCKED);
1303 1368
1304 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1369 if (!op->flag [FLAG_ALIVE])
1305 CLEAR_FLAG (op, FLAG_NO_STEAL); 1370 op->clr_flag (FLAG_NO_STEAL);
1306 1371
1307 if (flag & INS_BELOW_ORIGINATOR) 1372 if (flag & INS_BELOW_ORIGINATOR)
1308 { 1373 {
1309 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1374 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1310 { 1375 {
1338 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1339 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1340 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1341 * floor, we want to insert above that and no further. 1406 * floor, we want to insert above that and no further.
1342 * Also, if there are spell objects on this space, we stop processing 1407 * Also, if there are spell objects on this space, we stop processing
1343 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1344 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1345 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1346 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1347 */ 1412 */
1348 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1349 { 1414 {
1350 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1415 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1351 floor = tmp; 1416 floor = tmp;
1352 1417
1353 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1418 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1354 { 1419 {
1355 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1356 top = tmp->below; 1421 top = tmp->below;
1357 break; 1422 break;
1358 } 1423 }
1376 && (op->face && !faces [op->face].visibility)) 1441 && (op->face && !faces [op->face].visibility))
1377 { 1442 {
1378 object *last; 1443 object *last;
1379 1444
1380 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1381 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1382 break; 1447 break;
1383 1448
1384 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1385 * and make sure we have a below pointer for it so that 1450 * and make sure we have a below pointer for it so that
1386 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1459 */ 1524 */
1460 1525
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1528 {
1464 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator, flag))
1465 return 0; 1530 return 0;
1466 1531
1467 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, let's work our way through the check
1468 * walk on's. 1533 * walk on's.
1469 */ 1534 */
1470 for (object *tmp = op->more; tmp; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1472 return 0; 1537 return 0;
1473 } 1538 }
1474 1539
1475 return op; 1540 return op;
1476} 1541}
1477 1542
1478/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1481 */ 1546 */
1482void 1547void
1483replace_insert_ob_in_map (shstr_tmp archname, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1549{
1486 1551
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (tmp->arch->archname == archname) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1554 tmp->destroy ();
1490 1555
1491 object *tmp = arch_to_object (archetype::find (archname)); 1556 object *tmp = archetype::find (archname)->instance ();
1492 1557
1493 tmp->x = op->x; 1558 tmp->x = op->x;
1494 tmp->y = op->y; 1559 tmp->y = op->y;
1495 1560
1496 insert_ob_in_map (tmp, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1501{ 1566{
1502 if (where->env) 1567 if (where->env)
1503 return where->env->insert (this); 1568 return where->env->insert (this);
1504 else 1569 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1571}
1572
1573// check whether we can put this into the map, respect max_volume, max_items
1574bool
1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1576{
1577 mapspace &ms = m->at (x, y);
1578
1579 int items = ms.items ();
1580
1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1585
1586 if (originator)
1587 originator->failmsgf (
1588 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1589 query_name ()
1590 );
1591
1592 return false;
1506} 1593}
1507 1594
1508/* 1595/*
1509 * decrease(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1510 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1520 1607
1521 nr = min (nr, nrof); 1608 nr = min (nr, nrof);
1522 1609
1523 if (nrof > nr) 1610 if (nrof > nr)
1524 { 1611 {
1612 weight_t oweight = total_weight ();
1613
1525 nrof -= nr; 1614 nrof -= nr;
1526 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1527 1615
1528 if (object *pl = visible_to ()) 1616 if (object *pl = visible_to ())
1529 esrv_update_item (UPD_NROF, pl, this); 1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 adjust_weight (env, oweight, total_weight ());
1530 1620
1531 return true; 1621 return true;
1532 } 1622 }
1533 else 1623 else
1534 { 1624 {
1588/* 1678/*
1589 * env->insert (op) 1679 * env->insert (op)
1590 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1591 * inside the object environment. 1681 * inside the object environment.
1592 * 1682 *
1593 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1594 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1595 */ 1685 */
1596object * 1686object *
1597object::insert (object *op) 1687object::insert (object *op)
1598{ 1688{
1609 if (op->nrof) 1699 if (op->nrof)
1610 for (object *tmp = inv; tmp; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1611 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1612 { 1702 {
1613 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1614 (client needs the original object) */ 1704 (client prefers the original object) */
1705
1706 // carrying must be 0 for mergable objects
1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1708
1615 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1616 1710
1617 if (object *pl = tmp->visible_to ()) 1711 if (object *pl = tmp->visible_to ())
1618 esrv_update_item (UPD_NROF, pl, tmp); 1712 esrv_update_item (UPD_NROF, pl, tmp);
1619 1713
1620 adjust_weight (this, op->total_weight ()); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1621 1715
1622 op->destroy (); 1716 op->destroy ();
1623 op = tmp; 1717 op = tmp;
1624 goto inserted; 1718 goto inserted;
1625 } 1719 }
1641 op->flag [FLAG_REMOVED] = 0; 1735 op->flag [FLAG_REMOVED] = 0;
1642 1736
1643 if (object *pl = op->visible_to ()) 1737 if (object *pl = op->visible_to ())
1644 esrv_send_item (pl, op); 1738 esrv_send_item (pl, op);
1645 1739
1646 adjust_weight (this, op->total_weight ()); 1740 adjust_weight (this, 0, op->total_weight ());
1647 1741
1648inserted: 1742inserted:
1649 /* reset the light list and los of the players on the map */ 1743 /* reset the light list and los of the players on the map */
1650 if (op->glow_radius && is_on_map ()) 1744 if (op->glow_radius && is_on_map ())
1651 { 1745 {
1652 update_stats (); 1746 update_stats ();
1653 update_all_los (map, x, y); 1747 update_all_los (map, x, y);
1654 } 1748 }
1655 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1749 else if (is_player ())
1656 // if this is a player's inventory, update stats 1750 // if this is a player's inventory, update stats
1657 update_stats (); 1751 contr->queue_stats_update ();
1658 1752
1659 INVOKE_OBJECT (INSERT, this); 1753 INVOKE_OBJECT (INSERT, this);
1660 1754
1661 return op; 1755 return op;
1662} 1756}
1680 * MSW 2001-07-08: Check all objects on space, not just those below 1774 * MSW 2001-07-08: Check all objects on space, not just those below
1681 * object being inserted. insert_ob_in_map may not put new objects 1775 * object being inserted. insert_ob_in_map may not put new objects
1682 * on top. 1776 * on top.
1683 */ 1777 */
1684int 1778int
1685check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
1686{ 1780{
1687 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1781 if (op->flag [FLAG_NO_APPLY])
1688 return 0; 1782 return 0;
1689 1783
1690 object *tmp; 1784 object *tmp;
1691 maptile *m = op->map; 1785 maptile *m = op->map;
1692 int x = op->x, y = op->y; 1786 int x = op->x, y = op->y;
1714 */ 1808 */
1715 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1809 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1716 return 0; 1810 return 0;
1717 1811
1718 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1719 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1720 */ 1814 */
1721 for (object *next, *tmp = ms.top; tmp; tmp = next) 1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1722 { 1816 {
1723 next = tmp->below; 1817 next = tmp->below;
1724 1818
1729 * Second check makes sure that the movement types not being slowed 1823 * Second check makes sure that the movement types not being slowed
1730 * (~slow_move) is not blocked on this space - just because the 1824 * (~slow_move) is not blocked on this space - just because the
1731 * space doesn't slow down swimming (for example), if you can't actually 1825 * space doesn't slow down swimming (for example), if you can't actually
1732 * swim on that space, can't use it to avoid the penalty. 1826 * swim on that space, can't use it to avoid the penalty.
1733 */ 1827 */
1734 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1828 if (!op->flag [FLAG_WIZPASS])
1735 { 1829 {
1736 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1830 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1737 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1831 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1738 { 1832 {
1739 float diff = tmp->move_slow_penalty * fabs (op->speed); 1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1749 1843
1750 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
1751 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1752 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1753 { 1847 {
1848 if ((flags & INS_NO_AUTO_EXIT)
1849 && (tmp->type == EXIT || tmp->type == TELEPORTER
1850 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1851 continue;
1852
1754 move_apply (tmp, op, originator); 1853 move_apply (tmp, op, originator);
1755 1854
1756 if (op->destroyed ()) 1855 if (op->destroyed ())
1757 return 1; 1856 return 1;
1758 1857
1870void 1969void
1871flag_inv (object *op, int flag) 1970flag_inv (object *op, int flag)
1872{ 1971{
1873 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1874 { 1973 {
1875 SET_FLAG (tmp, flag); 1974 tmp->set_flag (flag);
1876 flag_inv (tmp, flag); 1975 flag_inv (tmp, flag);
1877 } 1976 }
1878} 1977}
1879 1978
1880/* 1979/*
1883void 1982void
1884unflag_inv (object *op, int flag) 1983unflag_inv (object *op, int flag)
1885{ 1984{
1886 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1887 { 1986 {
1888 CLEAR_FLAG (tmp, flag); 1987 tmp->clr_flag (flag);
1889 unflag_inv (tmp, flag); 1988 unflag_inv (tmp, flag);
1890 } 1989 }
1891} 1990}
1892 1991
1893/* 1992/*
1903 * inform the caller. However, insert_ob_in_map will update as 2002 * inform the caller. However, insert_ob_in_map will update as
1904 * necessary, so the caller shouldn't need to do any special work. 2003 * necessary, so the caller shouldn't need to do any special work.
1905 * Note - updated to take an object instead of archetype - this is necessary 2004 * Note - updated to take an object instead of archetype - this is necessary
1906 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
1907 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
1908 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
1909 * customized, changed states, etc. 2008 * customized, changed states, etc.
1910 */ 2009 */
1911int 2010int
1912find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1913{ 2012{
1914 int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
1915 int index = 0, flag; 2014 int index = 0;
1916 2015
1917 for (int i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
1918 { 2017 {
1919 mapxy pos (m, x, y); pos.move (i); 2018 mapxy pos (m, x, y); pos.move (i);
1920 2019
1936 continue; 2035 continue;
1937 } 2036 }
1938 2037
1939 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
1940 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
1941 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
1942 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
1943 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
1944 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
1945 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
1946 */ 2045 */
1997 2096
1998 while (--end) 2097 while (--end)
1999 swap (arr [end], arr [rndm (end + 1)]); 2098 swap (arr [end], arr [rndm (end + 1)]);
2000} 2099}
2001 2100
2002/* new function to make monster searching more efficient, and effective! 2101/* new function to make monster searching more efficient, and effective!
2003 * This basically returns a randomized array (in the passed pointer) of 2102 * This basically returns a randomized array (in the passed pointer) of
2004 * the spaces to find monsters. In this way, it won't always look for 2103 * the spaces to find monsters. In this way, it won't always look for
2005 * monsters to the north first. However, the size of the array passed 2104 * monsters to the north first. However, the size of the array passed
2006 * covers all the spaces, so within that size, all the spaces within 2105 * covers all the spaces, so within that size, all the spaces within
2007 * the 3x3 area will be searched, just not in a predictable order. 2106 * the 3x3 area will be searched, just not in a predictable order.
2032 * there is capable of. 2131 * there is capable of.
2033 */ 2132 */
2034int 2133int
2035find_dir (maptile *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2036{ 2135{
2037 int max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2038 MoveType move_type; 2137 MoveType move_type;
2039 2138
2040 if (exclude && exclude->head_ () != exclude) 2139 if (exclude && exclude->head_ () != exclude)
2041 { 2140 {
2042 exclude = exclude->head; 2141 exclude = exclude->head;
2083{ 2182{
2084 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2085} 2184}
2086 2185
2087/* 2186/*
2088 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction value
2089 * an object which has subtracted the x and y coordinates of another 2188 * for running into direct [dx, dy].
2090 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2091 */ 2190 */
2092int 2191int
2093find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2094{ 2193{
2194#if 1 // new algorithm
2195 // this works by putting x, y into 16 sectors, which
2196 // are not equal sized, but are a better approximation
2197 // then the old algorithm, and then using a mapping
2198 // table to map it into a direction value.
2199 // basically, it maps these comparisons to each bit
2200 // bit #3: x < 0
2201 // bit #2: y < 0
2202 // bit #1: x > y
2203 // bit #0: x > 2y
2204
2205 static const uint8 dir[16] = {
2206 4, 5, 4, 3,
2207 2, 1, 2, 3,
2208 6, 5, 6, 7,
2209 8, 1, 8, 7,
2210 };
2211 int sector = 0;
2212
2213 // this is a bit ugly, but more likely to result in branchless code
2214 sector |= x < 0 ? 8 : 0;
2215 x = x < 0 ? -x : x; // abs
2216
2217 sector |= y < 0 ? 4 : 0;
2218 y = y < 0 ? -y : y; // abs
2219
2220 if (x > y)
2221 {
2222 sector |= 2;
2223
2224 if (x > y * 2)
2225 sector |= 1;
2226 }
2227 else
2228 {
2229 if (y > x * 2)
2230 sector |= 1;
2231 else if (!y)
2232 return 0; // x == 0 here
2233 }
2234
2235 return dir [sector];
2236#else // old algorithm
2095 int q; 2237 int q;
2096 2238
2097 if (y) 2239 if (y)
2098 q = x * 100 / y; 2240 q = 128 * x / y;
2099 else if (x) 2241 else if (x)
2100 q = -300 * x; 2242 q = -512 * x; // to make it > 309
2101 else 2243 else
2102 return 0; 2244 return 0;
2103 2245
2104 if (y > 0) 2246 if (y > 0)
2105 { 2247 {
2106 if (q < -242) 2248 if (q < -309) return 7;
2249 if (q < -52) return 6;
2250 if (q < 52) return 5;
2251 if (q < 309) return 4;
2252
2107 return 3; 2253 return 3;
2108 if (q < -41) 2254 }
2109 return 2; 2255 else
2110 if (q < 41) 2256 {
2111 return 1; 2257 if (q < -309) return 3;
2112 if (q < 242) 2258 if (q < -52) return 2;
2113 return 8; 2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2114 return 7; 2262 return 7;
2115 } 2263 }
2116 2264#endif
2117 if (q < -242)
2118 return 7;
2119 if (q < -41)
2120 return 6;
2121 if (q < 41)
2122 return 5;
2123 if (q < 242)
2124 return 4;
2125
2126 return 3;
2127} 2265}
2128 2266
2129/* 2267/*
2130 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2131 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2132 */ 2270 */
2133int 2271int
2134dirdiff (int dir1, int dir2) 2272dirdiff (int dir1, int dir2)
2135{ 2273{
2136 int d;
2137
2138 d = abs (dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2139 if (d > 4)
2140 d = 8 - d;
2141 2275
2142 return d; 2276 return d > 4 ? 8 - d : d;
2143} 2277}
2144 2278
2145/* peterm: 2279/* peterm:
2146 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2280 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2147 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2253 * Add a check so we can't pick up invisible objects (0.93.8) 2387 * Add a check so we can't pick up invisible objects (0.93.8)
2254 */ 2388 */
2255int 2389int
2256can_pick (const object *who, const object *item) 2390can_pick (const object *who, const object *item)
2257{ 2391{
2258 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2259 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2260 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2261} 2395}
2396
2397//-GPL
2262 2398
2263/* 2399/*
2264 * create clone from object to another 2400 * create clone from object to another
2265 */ 2401 */
2266object * 2402object *
2297 return tmp; 2433 return tmp;
2298 2434
2299 return 0; 2435 return 0;
2300} 2436}
2301 2437
2438/* Zero the key_values on op, decrementing the shared-string
2439 * refcounts and freeing the links.
2440 */
2441void
2442key_values::clear ()
2443{
2444 for (key_value *kvp = first; kvp; )
2445 {
2446 key_value *next = kvp->next;
2447 delete kvp;
2448 kvp = next;
2449 }
2450
2451 first = 0;
2452}
2453
2302shstr_tmp 2454shstr_tmp
2303object::kv_get (shstr_tmp key) const 2455key_values::get (shstr_tmp key) const
2304{ 2456{
2305 for (key_value *kv = key_values; kv; kv = kv->next) 2457 for (key_value *kv = first; kv; kv = kv->next)
2306 if (kv->key == key) 2458 if (kv->key == key)
2307 return kv->value; 2459 return kv->value;
2308 2460
2309 return shstr (); 2461 return shstr ();
2310} 2462}
2311 2463
2312void 2464void
2465key_values::add (shstr_tmp key, shstr_tmp value)
2466{
2467 key_value *kv = new key_value;
2468
2469 kv->next = first;
2470 kv->key = key;
2471 kv->value = value;
2472
2473 first = kv;
2474}
2475
2476void
2313object::kv_set (shstr_tmp key, shstr_tmp value) 2477key_values::set (shstr_tmp key, shstr_tmp value)
2314{ 2478{
2315 for (key_value *kv = key_values; kv; kv = kv->next) 2479 for (key_value *kv = first; kv; kv = kv->next)
2316 if (kv->key == key) 2480 if (kv->key == key)
2317 { 2481 {
2318 kv->value = value; 2482 kv->value = value;
2319 return; 2483 return;
2320 } 2484 }
2321 2485
2322 key_value *kv = new key_value; 2486 add (key, value);
2323
2324 kv->next = key_values;
2325 kv->key = key;
2326 kv->value = value;
2327
2328 key_values = kv;
2329} 2487}
2330 2488
2331void 2489void
2332object::kv_del (shstr_tmp key) 2490key_values::del (shstr_tmp key)
2333{ 2491{
2334 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2335 if ((*kvp)->key == key) 2493 if ((*kvp)->key == key)
2336 { 2494 {
2337 key_value *kv = *kvp; 2495 key_value *kv = *kvp;
2338 *kvp = (*kvp)->next; 2496 *kvp = (*kvp)->next;
2339 delete kv; 2497 delete kv;
2340 return; 2498 return;
2341 } 2499 }
2500}
2501
2502void
2503key_values::reverse ()
2504{
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2509 {
2510 key_value *node = head;
2511 head = head->next;
2512 node->next = prev;
2513 prev = node;
2514 }
2515
2516 first = prev;
2517}
2518
2519key_values &
2520key_values::operator =(const key_values &kv)
2521{
2522 clear ();
2523
2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value);
2526
2527 reverse ();
2342} 2528}
2343 2529
2344object::depth_iterator::depth_iterator (object *container) 2530object::depth_iterator::depth_iterator (object *container)
2345: iterator_base (container) 2531: iterator_base (container)
2346{ 2532{
2430{ 2616{
2431 return map ? map->region (x, y) 2617 return map ? map->region (x, y)
2432 : region::default_region (); 2618 : region::default_region ();
2433} 2619}
2434 2620
2435const materialtype_t * 2621//+GPL
2436object::dominant_material () const
2437{
2438 if (materialtype_t *mt = name_to_material (materialname))
2439 return mt;
2440
2441 return name_to_material (shstr_unknown);
2442}
2443 2622
2444void 2623void
2445object::open_container (object *new_container) 2624object::open_container (object *new_container)
2446{ 2625{
2447 if (container == new_container) 2626 if (container == new_container)
2482 // TODO: this does not seem to serve any purpose anymore? 2661 // TODO: this does not seem to serve any purpose anymore?
2483#if 0 2662#if 0
2484 // insert the "Close Container" object. 2663 // insert the "Close Container" object.
2485 if (archetype *closer = new_container->other_arch) 2664 if (archetype *closer = new_container->other_arch)
2486 { 2665 {
2487 object *closer = arch_to_object (new_container->other_arch); 2666 object *closer = new_container->other_arch->instance ();
2488 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2489 new_container->insert (closer); 2668 new_container->insert (closer);
2490 } 2669 }
2491#endif 2670#endif
2492 2671
2505 } 2684 }
2506// else if (!old_container->env && contr && contr->ns) 2685// else if (!old_container->env && contr && contr->ns)
2507// contr->ns->floorbox_reset (); 2686// contr->ns->floorbox_reset ();
2508} 2687}
2509 2688
2689//-GPL
2690
2691// prefetch some flat area around the player
2692static void
2693prefetch_surrounding_area (object *op, maptile *map, int range)
2694{
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2700 {
2701 rect->m->touch ();
2702 rect->m->activate ();
2703 }
2704}
2705
2706// prefetch a generous area around the player, also up and down
2707void
2708object::prefetch_surrounding_maps ()
2709{
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717}
2718
2719//+GPL
2720
2510object * 2721object *
2511object::force_find (shstr_tmp name) 2722object::force_find (shstr_tmp name)
2512{ 2723{
2513 /* cycle through his inventory to look for the MARK we want to 2724 /* cycle through his inventory to look for the MARK we want to
2514 * place 2725 * place
2515 */ 2726 */
2516 for (object *tmp = inv; tmp; tmp = tmp->below) 2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2517 if (tmp->type == FORCE && tmp->slaying == name) 2728 if (tmp->type == FORCE && tmp->slaying == name)
2518 return splay (tmp); 2729 return splay (tmp);
2519 2730
2520 return 0; 2731 return 0;
2521} 2732}
2522 2733
2523//-GPL
2524
2525void 2734void
2526object::force_set_timer (int duration) 2735object::force_set_timer (int duration)
2527{ 2736{
2528 this->duration = 1; 2737 this->duration = 1;
2529 this->speed_left = -1.f; 2738 this->speed_left = -1.f;
2535object::force_add (shstr_tmp name, int duration) 2744object::force_add (shstr_tmp name, int duration)
2536{ 2745{
2537 if (object *force = force_find (name)) 2746 if (object *force = force_find (name))
2538 force->destroy (); 2747 force->destroy ();
2539 2748
2540 object *force = get_archetype (FORCE_NAME); 2749 object *force = archetype::get (FORCE_NAME);
2541 2750
2542 force->slaying = name; 2751 force->slaying = name;
2543 force->force_set_timer (duration); 2752 force->force_set_timer (duration);
2544 force->flag [FLAG_APPLIED] = true; 2753 force->flag [FLAG_APPLIED] = true;
2545 2754
2598 2807
2599 insert (force); 2808 insert (force);
2600 } 2809 }
2601} 2810}
2602 2811
2812void object::change_move_type (MoveType mt)
2813{
2814 if (move_type == mt)
2815 return;
2816
2817 if (is_on_map ())
2818 {
2819 // we are on the map, so handle move_on/off effects
2820 remove ();
2821 move_type = mt;
2822 map->insert (this, x, y, this);
2823 }
2824 else
2825 move_type = mt;
2826}
2827
2828/* object should be a player.
2829 * we return the object the player has marked with the 'mark' command
2830 * below. If no match is found (or object has changed), we return
2831 * NULL. We leave it up to the calling function to print messages if
2832 * nothing is found.
2833 */
2834object *
2835object::mark () const
2836{
2837 if (contr && contr->mark && contr->mark->env == this)
2838 return contr->mark;
2839 else
2840 return 0;
2841}
2842
2843// put marked object first in the inventory
2844// this is used by identify-like spells so players can influence
2845// the order a bit.
2846void
2847object::splay_marked ()
2848{
2849 if (object *marked = mark ())
2850 splay (marked);
2851}
2852

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