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Comparing deliantra/server/common/object.C (file contents):
Revision 1.303 by root, Tue Nov 10 04:38:45 2009 UTC vs.
Revision 1.354 by root, Mon Oct 29 23:55:52 2012 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 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
209 233
210/* 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. */
211static bool 235static bool
212compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
213{ 237{
214 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
215 * 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
216 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
217 */ 241 */
218 242
219 /* For each field in wants, */ 243 /* For each field in wants, */
220 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
221 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
222 return false; 246 return false;
223 247
224 /* 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. */
225 return true; 249 return true;
226} 250}
248 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
249 * check weight 273 * check weight
250 */ 274 */
251bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
252{ 276{
253 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
254 if (ob1 == ob2 278 if (ob1 == ob2
255 || 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
256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED 283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
257 || ob1->value != ob2->value
258 || ob1->name != ob2->name)
259 return 0; 284 return 0;
260 285
261 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
262 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
263 if (ob1->nrof > 0x7fffffff - ob2->nrof) 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
267 * 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
268 * 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
269 * 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
270 * flags lose any meaning. 295 * flags lose any meaning.
271 */ 296 */
272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
273 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
274 299
275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
276 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
277 302
278 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
279 || ob1->name != ob2->name 304 || ob1->name != ob2->name
280 || ob1->title != ob2->title 305 || ob1->title != ob2->title
281 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
284 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
285 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
286 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
287 || ob1->value != ob2->value 312 || ob1->value != ob2->value
288 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
289 || (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
290 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
291 || ob1->material != ob2->material 316 || ob1->material != ob2->material
292 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
293 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
294 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
330 355
331 /* 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,
332 * 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
333 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
334 */ 359 */
335 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
336 return 0; 361 return 0;
337 362
338 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
339 * 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
340 * check? 365 * check?
341 */ 366 */
342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
343 return 0; 368 return 0;
344 369
345 switch (ob1->type) 370 switch (ob1->type)
346 { 371 {
347 case SCROLL: 372 case SCROLL:
348 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
349 return 0; 374 return 0;
350 break; 375 break;
351 } 376 }
352 377
353 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
354 { 379 {
355 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
356 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
357 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
358 383
359 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
360 return 0; 385 return 0;
361 } 386 }
421 446
422 return 0; 447 return 0;
423} 448}
424 449
425// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
426static sint32 451static uint32
427weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
428{ 453{
429 return op->type == CONTAINER 454 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
431 : weight; 456 : weight;
432} 457}
433 458
434/* 459/*
435 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
437 */ 462 */
438static void 463static void
439adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
440{ 465{
441 while (op) 466 while (op)
442 { 467 {
443 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447 469
448 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
449 return; 471 op->carrying += weight_adjust_for (op, add);
450
451 op->carrying += weight;
452 472
453 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
456 476
477 sub = ocarrying;
478 add = op->carrying;
479
457 op = op->env; 480 op = op->env;
458 } 481 }
459} 482}
460 483
461/* 484/*
468{ 491{
469 sint32 sum = 0; 492 sint32 sum = 0;
470 493
471 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
472 { 495 {
473 if (op->inv)
474 op->update_weight (); 496 op->update_weight ();
475 497
476 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
477 } 499 }
478
479 sum = weight_adjust_for (this, sum);
480 500
481 if (sum != carrying) 501 if (sum != carrying)
482 { 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
483 carrying = sum; 507 carrying = sum;
484 508
485 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
515object * 539object *
516find_object (tag_t i) 540find_object (tag_t i)
517{ 541{
518 for_all_objects (op) 542 for_all_objects (op)
519 if (op->count == i) 543 if (op->count == i)
544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
520 return op; 559 return op;
521 560
522 return 0; 561 return 0;
523} 562}
524 563
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
559 return; 598 return;
560 } 599 }
561 600
562 this->owner = owner; 601 this->owner = owner;
563}
564
565int
566object::slottype () const
567{
568 if (type == SKILL)
569 {
570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580}
581
582bool
583object::change_weapon (object *ob)
584{
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
605 {
606 current_weapon = chosen_skill = 0;
607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
623 {
624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
628
629 return true;
630}
631
632/* Zero the key_values on op, decrementing the shared-string
633 * refcounts and freeing the links.
634 */
635static void
636free_key_values (object *op)
637{
638 for (key_value *i = op->key_values; i; )
639 {
640 key_value *next = i->next;
641 delete i;
642
643 i = next;
644 }
645
646 op->key_values = 0;
647} 602}
648 603
649/* 604/*
650 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
651 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
657void 612void
658object::copy_to (object *dst) 613object::copy_to (object *dst)
659{ 614{
660 dst->remove (); 615 dst->remove ();
661 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
662 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
663
664 /* Copy over key_values, if any. */
665 if (key_values)
666 {
667 key_value *tail = 0;
668 dst->key_values = 0;
669
670 for (key_value *i = key_values; i; i = i->next)
671 {
672 key_value *new_link = new key_value;
673
674 new_link->next = 0;
675 new_link->key = i->key;
676 new_link->value = i->value;
677
678 /* Try and be clever here, too. */
679 if (!dst->key_values)
680 {
681 dst->key_values = new_link;
682 tail = new_link;
683 }
684 else
685 {
686 tail->next = new_link;
687 tail = new_link;
688 }
689 }
690 }
691
692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate (); 622 dst->activate ();
696} 623}
697 624
698void 625void
699object::instantiate () 626object::instantiate ()
700{ 627{
701 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
702 uuid = UUID::gen (); 629 uuid = UUID::gen ();
703 630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
704 speed_left = -0.1f; 635 speed_left = -1.;
636
705 /* copy the body_info to the body_used - this is only really 637 /* copy the body_info to the body_used - this is only really
706 * need for monsters, but doesn't hurt to do it for everything. 638 * need for monsters, but doesn't hurt to do it for everything.
707 * by doing so, when a monster is created, it has good starting 639 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
717object * 649object *
718object::clone () 650object::clone ()
719{ 651{
720 object *neu = create (); 652 object *neu = create ();
721 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
722 neu->map = map; // not copied by copy_to 659 neu->map = map; // not copied by copy_to
723 return neu; 660 return neu;
724} 661}
725 662
726/* 663/*
729 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
730 */ 667 */
731void 668void
732update_turn_face (object *op) 669update_turn_face (object *op)
733{ 670{
734 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
735 return; 672 return;
736 673
737 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
738 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
739} 676}
800 } 737 }
801 738
802 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
803 740
804 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
805 /* nop */; 742 m.update_up (); // nothing to do except copy up
806 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
807 { 744 {
808#if 0 745#if 0
809 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
812 || (op->is_player () && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
816 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
817 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
818 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
819 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
820 * have move_allow right now. 757 * have move_allow right now.
831 * that is being removed. 768 * that is being removed.
832 */ 769 */
833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
834 m.invalidate (); 771 m.invalidate ();
835 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
836 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
837 else 774 else
838 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
839 776
840 if (op->more) 777 if (op->more)
841 update_object (op->more, action); 778 update_object (op->more, action);
842} 779}
843 780
844object::object () 781object::object ()
845{ 782{
846 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
847 784
848 //expmul = 1.0; declared const for the time being 785 //expmul = 1.0; declared const for the time being
849 face = blank_face; 786 face = blank_face;
850 material = &material_null; 787 material = MATERIAL_NULL;
851} 788}
852 789
853object::~object () 790object::~object ()
854{ 791{
855 unlink (); 792 unlink ();
856 793
857 free_key_values (this); 794 kv.clear ();
858} 795}
859
860static int object_count;
861 796
862void object::link () 797void object::link ()
863{ 798{
864 assert (!index);//D 799 assert (!index);//D
865 uuid = UUID::gen (); 800 uuid = UUID::gen ();
866 count = ++object_count;
867 801
868 refcnt_inc (); 802 refcnt_inc ();
869 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
870} 807}
871 808
872void object::unlink () 809void object::unlink ()
873{ 810{
874 if (!index) 811 if (!index)
875 return; 812 return;
813
814 ++destroy_count;
876 815
877 objects.erase (this); 816 objects.erase (this);
878 refcnt_dec (); 817 refcnt_dec ();
879} 818}
880 819
959 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
960 * drop on that space. 899 * drop on that space.
961 */ 900 */
962 if (!drop_to_ground 901 if (!drop_to_ground
963 || !map 902 || !map
964 || map->in_memory != MAP_ACTIVE 903 || !map->linkable ()
965 || map->no_drop 904 || map->no_drop
966 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
967 { 906 {
968 while (inv) 907 while (inv)
969 inv->destroy (); 908 inv->destroy ();
985 map->insert (op, x, y); 924 map->insert (op, x, y);
986 } 925 }
987 } 926 }
988} 927}
989 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
990object *object::create () 966object::create ()
991{ 967{
992 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
993 op->link (); 990 op->link ();
991
994 return op; 992 return op;
995} 993}
996 994
997static struct freed_map : maptile 995void
996object::do_delete ()
998{ 997{
999 freed_map () 998 uint32_t count = this->count;
1000 {
1001 path = "<freed objects map>";
1002 name = "/internal/freed_objects_map";
1003 width = 3;
1004 height = 3;
1005 no_drop = 1;
1006 no_reset = 1;
1007 999
1008 alloc (); 1000 this->~object ();
1009 in_memory = MAP_ACTIVE;
1010 }
1011 1001
1012 ~freed_map () 1002 freelist_item *li = (freelist_item *)this;
1013 { 1003 li->next = freelist;
1014 destroy (); 1004 li->count = count;
1015 } 1005
1016} freed_map; // freed objects are moved here to avoid crashes 1006 freelist = li;
1007 ++free_count;
1008}
1017 1009
1018void 1010void
1019object::do_destroy () 1011object::do_destroy ()
1020{ 1012{
1021 if (flag [FLAG_IS_LINKED]) 1013 if (flag [FLAG_IS_LINKED])
1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1056 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1065 head->destroy (); 1057 head->destroy ();
1066 return; 1058 return;
1067 } 1059 }
1068 1060
1069 destroy_inv (false); 1061 destroy_inv_fast ();
1070 1062
1071 if (is_head ()) 1063 if (is_head ())
1072 if (sound_destroy) 1064 if (sound_destroy)
1073 play_sound (sound_destroy); 1065 play_sound (sound_destroy);
1074 else if (flag [FLAG_MONSTER]) 1066 else if (flag [FLAG_MONSTER])
1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1098 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1107 if (object *pl = visible_to ()) 1099 if (object *pl = visible_to ())
1108 esrv_del_item (pl->contr, count); 1100 esrv_del_item (pl->contr, count);
1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1101 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1110 1102
1111 adjust_weight (env, -total_weight ()); 1103 adjust_weight (env, total_weight (), 0);
1112 1104
1113 object *pl = in_player (); 1105 object *pl = in_player ();
1114 1106
1115 /* we set up values so that it could be inserted into 1107 /* we set up values so that it could be inserted into
1116 * the map, but we don't actually do that - it is up 1108 * the map, but we don't actually do that - it is up
1126 1118
1127 above = 0; 1119 above = 0;
1128 below = 0; 1120 below = 0;
1129 env = 0; 1121 env = 0;
1130 1122
1131 /* NO_FIX_PLAYER is set when a great many changes are being 1123 if (pl && pl->is_player ())
1132 * made to players inventory. If set, avoiding the call
1133 * to save cpu time.
1134 */ 1124 {
1135 if (pl) 1125 if (expect_false (pl->contr->combat_ob == this))
1136 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1137 { 1126 {
1138 pl->update_stats (); 1127 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1128 pl->contr->combat_ob = 0;
1129 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1130 }
1139 1131
1132 if (expect_false (pl->contr->ranged_ob == this))
1133 {
1134 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1135 pl->contr->ranged_ob = 0;
1136 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1137 }
1138
1139 pl->contr->queue_stats_update ();
1140
1140 if (glow_radius && pl->is_on_map ()) 1141 if (expect_false (glow_radius) && pl->is_on_map ())
1141 update_all_los (pl->map, pl->x, pl->y); 1142 update_all_los (pl->map, pl->x, pl->y);
1142 } 1143 }
1143 } 1144 }
1144 else if (map) 1145 else if (map)
1145 { 1146 {
1146 map->dirty = true; 1147 map->dirty = true;
1147 mapspace &ms = this->ms (); 1148 mapspace &ms = this->ms ();
1165 else if (pl->container_ () == this) 1166 else if (pl->container_ () == this)
1166 { 1167 {
1167 // removing a container should close it 1168 // removing a container should close it
1168 close_container (); 1169 close_container ();
1169 } 1170 }
1170 1171 else
1171 esrv_del_item (pl->contr, count); 1172 esrv_del_item (pl->contr, count);
1172 } 1173 }
1173 1174
1174 /* link the object above us */ 1175 /* link the object above us */
1175 // re-link, make sure compiler can easily use cmove 1176 // re-link, make sure compiler can easily use cmove
1176 *(above ? &above->below : &ms.top) = below; 1177 *(above ? &above->below : &ms.top) = below;
1178 1179
1179 above = 0; 1180 above = 0;
1180 below = 0; 1181 below = 0;
1181 1182
1182 ms.invalidate (); 1183 ms.invalidate ();
1183
1184 if (map->in_memory == MAP_SAVING)
1185 return;
1186 1184
1187 int check_walk_off = !flag [FLAG_NO_APPLY]; 1185 int check_walk_off = !flag [FLAG_NO_APPLY];
1188 1186
1189 if (object *pl = ms.player ()) 1187 if (object *pl = ms.player ())
1190 { 1188 {
1267 1265
1268 object *prev = this; 1266 object *prev = this;
1269 1267
1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1268 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1271 { 1269 {
1272 object *op = arch_to_object (at); 1270 object *op = at->instance ();
1273 1271
1274 op->name = name; 1272 op->name = name;
1275 op->name_pl = name_pl; 1273 op->name_pl = name_pl;
1276 op->title = title; 1274 op->title = title;
1277 1275
1315 * Passing 0 for flag gives proper default values, so flag really only needs 1313 * Passing 0 for flag gives proper default values, so flag really only needs
1316 * to be set if special handling is needed. 1314 * to be set if special handling is needed.
1317 * 1315 *
1318 * Return value: 1316 * Return value:
1319 * new object if 'op' was merged with other object 1317 * new object if 'op' was merged with other object
1320 * NULL if 'op' was destroyed 1318 * NULL if there was an error (destroyed, blocked etc.)
1321 * just 'op' otherwise 1319 * just 'op' otherwise
1322 */ 1320 */
1323object * 1321object *
1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1322insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1325{ 1323{
1326 op->remove (); 1324 op->remove ();
1327 1325
1328 if (m == &freed_map)//D TODO: remove soon 1326 if (m == &freed_map)//D TODO: remove soon
1329 {//D 1327 {//D
1330 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1328 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1331 }//D 1329 }//D
1332 1330
1333 /* Ideally, the caller figures this out. However, it complicates a lot 1331 /* Ideally, the caller figures this out. However, it complicates a lot
1334 * of areas of callers (eg, anything that uses find_free_spot would now 1332 * of areas of callers (eg, anything that uses find_free_spot would now
1335 * need extra work 1333 * need extra work
1362 // from here :/ 1360 // from here :/
1363 op->nrof += tmp->nrof; 1361 op->nrof += tmp->nrof;
1364 tmp->destroy (); 1362 tmp->destroy ();
1365 } 1363 }
1366 1364
1367 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1365 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1368 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1366 op->clr_flag (FLAG_INV_LOCKED);
1369 1367
1370 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1368 if (!op->flag [FLAG_ALIVE])
1371 CLEAR_FLAG (op, FLAG_NO_STEAL); 1369 op->clr_flag (FLAG_NO_STEAL);
1372 1370
1373 if (flag & INS_BELOW_ORIGINATOR) 1371 if (flag & INS_BELOW_ORIGINATOR)
1374 { 1372 {
1375 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1376 { 1374 {
1411 * when lots of spells are cast in one area. Currently, it is presumed 1409 * when lots of spells are cast in one area. Currently, it is presumed
1412 * that flying non pickable objects are spell objects. 1410 * that flying non pickable objects are spell objects.
1413 */ 1411 */
1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1412 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1415 { 1413 {
1416 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1414 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1417 floor = tmp; 1415 floor = tmp;
1418 1416
1419 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1417 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1420 { 1418 {
1421 /* We insert above top, so we want this object below this */ 1419 /* We insert above top, so we want this object below this */
1422 top = tmp->below; 1420 top = tmp->below;
1423 break; 1421 break;
1424 } 1422 }
1442 && (op->face && !faces [op->face].visibility)) 1440 && (op->face && !faces [op->face].visibility))
1443 { 1441 {
1444 object *last; 1442 object *last;
1445 1443
1446 for (last = top; last != floor; last = last->below) 1444 for (last = top; last != floor; last = last->below)
1447 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1445 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1448 break; 1446 break;
1449 1447
1450 /* Check to see if we found the object that blocks view, 1448 /* Check to see if we found the object that blocks view,
1451 * and make sure we have a below pointer for it so that 1449 * and make sure we have a below pointer for it so that
1452 * we can get inserted below this one, which requires we 1450 * we can get inserted below this one, which requires we
1525 */ 1523 */
1526 1524
1527 /* if this is not the head or flag has been passed, don't check walk on status */ 1525 /* if this is not the head or flag has been passed, don't check walk on status */
1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1526 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1529 { 1527 {
1530 if (check_move_on (op, originator)) 1528 if (check_move_on (op, originator, flag))
1531 return 0; 1529 return 0;
1532 1530
1533 /* If we are a multi part object, lets work our way through the check 1531 /* If we are a multi part object, let's work our way through the check
1534 * walk on's. 1532 * walk on's.
1535 */ 1533 */
1536 for (object *tmp = op->more; tmp; tmp = tmp->more) 1534 for (object *tmp = op->more; tmp; tmp = tmp->more)
1537 if (check_move_on (tmp, originator)) 1535 if (check_move_on (tmp, originator, flag))
1538 return 0; 1536 return 0;
1539 } 1537 }
1540 1538
1541 return op; 1539 return op;
1542} 1540}
1552 1550
1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1551 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1554 if (tmp->arch->archname == archname) /* same archetype */ 1552 if (tmp->arch->archname == archname) /* same archetype */
1555 tmp->destroy (); 1553 tmp->destroy ();
1556 1554
1557 object *tmp = arch_to_object (archetype::find (archname)); 1555 object *tmp = archetype::find (archname)->instance ();
1558 1556
1559 tmp->x = op->x; 1557 tmp->x = op->x;
1560 tmp->y = op->y; 1558 tmp->y = op->y;
1561 1559
1562 insert_ob_in_map (tmp, op->map, op, 0); 1560 insert_ob_in_map (tmp, op->map, op, 0);
1583 || (items < m->max_items 1581 || (items < m->max_items
1584 && ms.volume () < m->max_volume)) 1582 && ms.volume () < m->max_volume))
1585 return true; 1583 return true;
1586 1584
1587 if (originator && originator->is_player ()) 1585 if (originator && originator->is_player ())
1588 originator->contr->failmsg (format ( 1586 originator->contr->failmsgf (
1589 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1587 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1590 query_name () 1588 query_name ()
1591 )); 1589 );
1592 1590
1593 return false; 1591 return false;
1594} 1592}
1595 1593
1596/* 1594/*
1608 1606
1609 nr = min (nr, nrof); 1607 nr = min (nr, nrof);
1610 1608
1611 if (nrof > nr) 1609 if (nrof > nr)
1612 { 1610 {
1611 sint64 oweight = total_weight ();
1612
1613 nrof -= nr; 1613 nrof -= nr;
1614 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1615 1614
1616 if (object *pl = visible_to ()) 1615 if (object *pl = visible_to ())
1617 esrv_update_item (UPD_NROF, pl, this); 1616 esrv_update_item (UPD_NROF, pl, this);
1617
1618 adjust_weight (env, oweight, total_weight ());
1618 1619
1619 return true; 1620 return true;
1620 } 1621 }
1621 else 1622 else
1622 { 1623 {
1697 if (op->nrof) 1698 if (op->nrof)
1698 for (object *tmp = inv; tmp; tmp = tmp->below) 1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1699 if (object::can_merge (tmp, op)) 1700 if (object::can_merge (tmp, op))
1700 { 1701 {
1701 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1702 (client needs the original object) */ 1703 (client prefers the original object) */
1704
1705 // carring must be 0 for mergable objects
1706 sint64 oweight = tmp->weight * tmp->nrof;
1707
1703 tmp->nrof += op->nrof; 1708 tmp->nrof += op->nrof;
1704 1709
1705 if (object *pl = tmp->visible_to ()) 1710 if (object *pl = tmp->visible_to ())
1706 esrv_update_item (UPD_NROF, pl, tmp); 1711 esrv_update_item (UPD_NROF, pl, tmp);
1707 1712
1708 adjust_weight (this, op->total_weight ()); 1713 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1709 1714
1710 op->destroy (); 1715 op->destroy ();
1711 op = tmp; 1716 op = tmp;
1712 goto inserted; 1717 goto inserted;
1713 } 1718 }
1729 op->flag [FLAG_REMOVED] = 0; 1734 op->flag [FLAG_REMOVED] = 0;
1730 1735
1731 if (object *pl = op->visible_to ()) 1736 if (object *pl = op->visible_to ())
1732 esrv_send_item (pl, op); 1737 esrv_send_item (pl, op);
1733 1738
1734 adjust_weight (this, op->total_weight ()); 1739 adjust_weight (this, 0, op->total_weight ());
1735 1740
1736inserted: 1741inserted:
1737 /* reset the light list and los of the players on the map */ 1742 /* reset the light list and los of the players on the map */
1738 if (op->glow_radius && is_on_map ()) 1743 if (op->glow_radius && is_on_map ())
1739 { 1744 {
1740 update_stats (); 1745 update_stats ();
1741 update_all_los (map, x, y); 1746 update_all_los (map, x, y);
1742 } 1747 }
1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1748 else if (is_player ())
1744 // if this is a player's inventory, update stats 1749 // if this is a player's inventory, update stats
1745 update_stats (); 1750 contr->queue_stats_update ();
1746 1751
1747 INVOKE_OBJECT (INSERT, this); 1752 INVOKE_OBJECT (INSERT, this);
1748 1753
1749 return op; 1754 return op;
1750} 1755}
1768 * MSW 2001-07-08: Check all objects on space, not just those below 1773 * MSW 2001-07-08: Check all objects on space, not just those below
1769 * object being inserted. insert_ob_in_map may not put new objects 1774 * object being inserted. insert_ob_in_map may not put new objects
1770 * on top. 1775 * on top.
1771 */ 1776 */
1772int 1777int
1773check_move_on (object *op, object *originator) 1778check_move_on (object *op, object *originator, int flags)
1774{ 1779{
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1780 if (op->flag [FLAG_NO_APPLY])
1776 return 0; 1781 return 0;
1777 1782
1778 object *tmp; 1783 object *tmp;
1779 maptile *m = op->map; 1784 maptile *m = op->map;
1780 int x = op->x, y = op->y; 1785 int x = op->x, y = op->y;
1817 * Second check makes sure that the movement types not being slowed 1822 * Second check makes sure that the movement types not being slowed
1818 * (~slow_move) is not blocked on this space - just because the 1823 * (~slow_move) is not blocked on this space - just because the
1819 * space doesn't slow down swimming (for example), if you can't actually 1824 * space doesn't slow down swimming (for example), if you can't actually
1820 * swim on that space, can't use it to avoid the penalty. 1825 * swim on that space, can't use it to avoid the penalty.
1821 */ 1826 */
1822 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1827 if (!op->flag [FLAG_WIZPASS])
1823 { 1828 {
1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1829 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1830 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1826 { 1831 {
1827 float diff = tmp->move_slow_penalty * fabs (op->speed); 1832 float diff = tmp->move_slow_penalty * fabs (op->speed);
1837 1842
1838 /* Basically same logic as above, except now for actual apply. */ 1843 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 { 1846 {
1847 if ((flags & INS_NO_AUTO_EXIT)
1848 && (tmp->type == EXIT || tmp->type == TELEPORTER
1849 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1850 continue;
1851
1842 move_apply (tmp, op, originator); 1852 move_apply (tmp, op, originator);
1843 1853
1844 if (op->destroyed ()) 1854 if (op->destroyed ())
1845 return 1; 1855 return 1;
1846 1856
1958void 1968void
1959flag_inv (object *op, int flag) 1969flag_inv (object *op, int flag)
1960{ 1970{
1961 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1962 { 1972 {
1963 SET_FLAG (tmp, flag); 1973 tmp->set_flag (flag);
1964 flag_inv (tmp, flag); 1974 flag_inv (tmp, flag);
1965 } 1975 }
1966} 1976}
1967 1977
1968/* 1978/*
1971void 1981void
1972unflag_inv (object *op, int flag) 1982unflag_inv (object *op, int flag)
1973{ 1983{
1974 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1984 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1975 { 1985 {
1976 CLEAR_FLAG (tmp, flag); 1986 tmp->clr_flag (flag);
1977 unflag_inv (tmp, flag); 1987 unflag_inv (tmp, flag);
1978 } 1988 }
1979} 1989}
1980 1990
1981/* 1991/*
1998 */ 2008 */
1999int 2009int
2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2010find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{ 2011{
2002 int altern[SIZEOFFREE]; 2012 int altern[SIZEOFFREE];
2003 int index = 0, flag; 2013 int index = 0;
2004 2014
2005 for (int i = start; i < stop; i++) 2015 for (int i = start; i < stop; i++)
2006 { 2016 {
2007 mapxy pos (m, x, y); pos.move (i); 2017 mapxy pos (m, x, y); pos.move (i);
2008 2018
2120 * there is capable of. 2130 * there is capable of.
2121 */ 2131 */
2122int 2132int
2123find_dir (maptile *m, int x, int y, object *exclude) 2133find_dir (maptile *m, int x, int y, object *exclude)
2124{ 2134{
2125 int max = SIZEOFFREE, mflags; 2135 int max = SIZEOFFREE;
2126 MoveType move_type; 2136 MoveType move_type;
2127 2137
2128 if (exclude && exclude->head_ () != exclude) 2138 if (exclude && exclude->head_ () != exclude)
2129 { 2139 {
2130 exclude = exclude->head; 2140 exclude = exclude->head;
2171{ 2181{
2172 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2173} 2183}
2174 2184
2175/* 2185/*
2176 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction value
2177 * an object which has subtracted the x and y coordinates of another 2187 * for running into direct [dx, dy].
2178 * object, needs to travel toward it. 2188 * (the opposite of crossfire's find_dir_2!)
2179 */ 2189 */
2180int 2190int
2181find_dir_2 (int x, int y) 2191find_dir_2 (int x, int y)
2182{ 2192{
2193#if 1 // new algorithm
2194 // this works by putting x, y into 16 sectors, which
2195 // are not equal sized, but are a better approximation
2196 // then the old algorithm, and then using a mapping
2197 // table to map it into a direction value.
2198 // basically, it maps these comparisons to each bit
2199 // bit #3: x < 0
2200 // bit #2: y < 0
2201 // bit #1: x > y
2202 // bit #0: x > 2y
2203
2204 static const uint8 dir[16] = {
2205 4, 5, 4, 3,
2206 2, 1, 2, 3,
2207 6, 5, 6, 7,
2208 8, 1, 8, 7,
2209 };
2210 int sector = 0;
2211
2212 // this is a bit ugly, but more likely to result in branchless code
2213 sector |= x < 0 ? 8 : 0;
2214 x = x < 0 ? -x : x; // abs
2215
2216 sector |= y < 0 ? 4 : 0;
2217 y = y < 0 ? -y : y; // abs
2218
2219 if (x > y)
2220 {
2221 sector |= 2;
2222
2223 if (x > y * 2)
2224 sector |= 1;
2225 }
2226 else
2227 {
2228 if (y > x * 2)
2229 sector |= 1;
2230 else if (!y)
2231 return 0; // x == 0 here
2232 }
2233
2234 return dir [sector];
2235#else // old algorithm
2183 int q; 2236 int q;
2184 2237
2185 if (y) 2238 if (y)
2186 q = x * 100 / y; 2239 q = 128 * x / y;
2187 else if (x) 2240 else if (x)
2188 q = -300 * x; 2241 q = -512 * x; // to make it > 309
2189 else 2242 else
2190 return 0; 2243 return 0;
2191 2244
2192 if (y > 0) 2245 if (y > 0)
2193 { 2246 {
2194 if (q < -242) 2247 if (q < -309) return 7;
2248 if (q < -52) return 6;
2249 if (q < 52) return 5;
2250 if (q < 309) return 4;
2251
2195 return 3; 2252 return 3;
2196 if (q < -41) 2253 }
2197 return 2; 2254 else
2198 if (q < 41) 2255 {
2199 return 1; 2256 if (q < -309) return 3;
2200 if (q < 242) 2257 if (q < -52) return 2;
2201 return 8; 2258 if (q < 52) return 1;
2259 if (q < 309) return 8;
2260
2202 return 7; 2261 return 7;
2203 } 2262 }
2204 2263#endif
2205 if (q < -242)
2206 return 7;
2207 if (q < -41)
2208 return 6;
2209 if (q < 41)
2210 return 5;
2211 if (q < 242)
2212 return 4;
2213
2214 return 3;
2215} 2264}
2216 2265
2217/* 2266/*
2218 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2267 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2219 * between two directions (which are expected to be absolute (see absdir()) 2268 * between two directions (which are expected to be absolute (see absdir())
2220 */ 2269 */
2221int 2270int
2222dirdiff (int dir1, int dir2) 2271dirdiff (int dir1, int dir2)
2223{ 2272{
2224 int d;
2225
2226 d = abs (dir1 - dir2); 2273 int d = abs (dir1 - dir2);
2227 if (d > 4)
2228 d = 8 - d;
2229 2274
2230 return d; 2275 return d > 4 ? 8 - d : d;
2231} 2276}
2232 2277
2233/* peterm: 2278/* peterm:
2234 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2235 * Basically, this is a table of directions, and what directions 2280 * Basically, this is a table of directions, and what directions
2341 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2342 */ 2387 */
2343int 2388int
2344can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2345{ 2390{
2346 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2347 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2348 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2349} 2394}
2395
2396//-GPL
2350 2397
2351/* 2398/*
2352 * create clone from object to another 2399 * create clone from object to another
2353 */ 2400 */
2354object * 2401object *
2385 return tmp; 2432 return tmp;
2386 2433
2387 return 0; 2434 return 0;
2388} 2435}
2389 2436
2437/* Zero the key_values on op, decrementing the shared-string
2438 * refcounts and freeing the links.
2439 */
2440void
2441key_values::clear ()
2442{
2443 for (key_value *kvp = first; kvp; )
2444 {
2445 key_value *next = kvp->next;
2446 delete kvp;
2447 kvp = next;
2448 }
2449
2450 first = 0;
2451}
2452
2390shstr_tmp 2453shstr_tmp
2391object::kv_get (shstr_tmp key) const 2454key_values::get (shstr_tmp key) const
2392{ 2455{
2393 for (key_value *kv = key_values; kv; kv = kv->next) 2456 for (key_value *kv = first; kv; kv = kv->next)
2394 if (kv->key == key) 2457 if (kv->key == key)
2395 return kv->value; 2458 return kv->value;
2396 2459
2397 return shstr (); 2460 return shstr ();
2398} 2461}
2399 2462
2400void 2463void
2464key_values::add (shstr_tmp key, shstr_tmp value)
2465{
2466 key_value *kv = new key_value;
2467
2468 kv->next = first;
2469 kv->key = key;
2470 kv->value = value;
2471
2472 first = kv;
2473}
2474
2475void
2401object::kv_set (shstr_tmp key, shstr_tmp value) 2476key_values::set (shstr_tmp key, shstr_tmp value)
2402{ 2477{
2403 for (key_value *kv = key_values; kv; kv = kv->next) 2478 for (key_value *kv = first; kv; kv = kv->next)
2404 if (kv->key == key) 2479 if (kv->key == key)
2405 { 2480 {
2406 kv->value = value; 2481 kv->value = value;
2407 return; 2482 return;
2408 } 2483 }
2409 2484
2410 key_value *kv = new key_value; 2485 add (key, value);
2411
2412 kv->next = key_values;
2413 kv->key = key;
2414 kv->value = value;
2415
2416 key_values = kv;
2417} 2486}
2418 2487
2419void 2488void
2420object::kv_del (shstr_tmp key) 2489key_values::del (shstr_tmp key)
2421{ 2490{
2422 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2491 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2423 if ((*kvp)->key == key) 2492 if ((*kvp)->key == key)
2424 { 2493 {
2425 key_value *kv = *kvp; 2494 key_value *kv = *kvp;
2426 *kvp = (*kvp)->next; 2495 *kvp = (*kvp)->next;
2427 delete kv; 2496 delete kv;
2428 return; 2497 return;
2429 } 2498 }
2499}
2500
2501void
2502key_values::reverse ()
2503{
2504 key_value *prev = 0;
2505 key_value *head = first;
2506
2507 while (head)
2508 {
2509 key_value *node = head;
2510 head = head->next;
2511 node->next = prev;
2512 prev = node;
2513 }
2514
2515 first = prev;
2516}
2517
2518key_values &
2519key_values::operator =(const key_values &kv)
2520{
2521 clear ();
2522
2523 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2524 add (kvp->key, kvp->value);
2525
2526 reverse ();
2430} 2527}
2431 2528
2432object::depth_iterator::depth_iterator (object *container) 2529object::depth_iterator::depth_iterator (object *container)
2433: iterator_base (container) 2530: iterator_base (container)
2434{ 2531{
2518{ 2615{
2519 return map ? map->region (x, y) 2616 return map ? map->region (x, y)
2520 : region::default_region (); 2617 : region::default_region ();
2521} 2618}
2522 2619
2620//+GPL
2621
2523void 2622void
2524object::open_container (object *new_container) 2623object::open_container (object *new_container)
2525{ 2624{
2526 if (container == new_container) 2625 if (container == new_container)
2527 return; 2626 return;
2561 // TODO: this does not seem to serve any purpose anymore? 2660 // TODO: this does not seem to serve any purpose anymore?
2562#if 0 2661#if 0
2563 // insert the "Close Container" object. 2662 // insert the "Close Container" object.
2564 if (archetype *closer = new_container->other_arch) 2663 if (archetype *closer = new_container->other_arch)
2565 { 2664 {
2566 object *closer = arch_to_object (new_container->other_arch); 2665 object *closer = new_container->other_arch->instance ();
2567 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2666 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2568 new_container->insert (closer); 2667 new_container->insert (closer);
2569 } 2668 }
2570#endif 2669#endif
2571 2670
2583 play_sound (sound_find ("chest_open")); 2682 play_sound (sound_find ("chest_open"));
2584 } 2683 }
2585// else if (!old_container->env && contr && contr->ns) 2684// else if (!old_container->env && contr && contr->ns)
2586// contr->ns->floorbox_reset (); 2685// contr->ns->floorbox_reset ();
2587} 2686}
2687
2688//-GPL
2689
2690// prefetch some flat area around the player
2691static void
2692prefetch_surrounding_area (object *op, maptile *map, int range)
2693{
2694 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2695 op->x - range , op->y - range ,
2696 op->x + range + 1, op->y + range + 1);
2697 rect->m;
2698 ++rect)
2699 {
2700 rect->m->touch ();
2701 rect->m->activate ();
2702 }
2703}
2704
2705// prefetch a generous area around the player, also up and down
2706void
2707object::prefetch_surrounding_maps ()
2708{
2709 prefetch_surrounding_area (this, map, 40);
2710
2711 if (maptile *m = map->tile_available (TILE_DOWN))
2712 prefetch_surrounding_area (this, m, 20);
2713
2714 if (maptile *m = map->tile_available (TILE_UP))
2715 prefetch_surrounding_area (this, m, 20);
2716}
2717
2718//+GPL
2588 2719
2589object * 2720object *
2590object::force_find (shstr_tmp name) 2721object::force_find (shstr_tmp name)
2591{ 2722{
2592 /* cycle through his inventory to look for the MARK we want to 2723 /* cycle through his inventory to look for the MARK we want to
2597 return splay (tmp); 2728 return splay (tmp);
2598 2729
2599 return 0; 2730 return 0;
2600} 2731}
2601 2732
2602//-GPL
2603
2604void 2733void
2605object::force_set_timer (int duration) 2734object::force_set_timer (int duration)
2606{ 2735{
2607 this->duration = 1; 2736 this->duration = 1;
2608 this->speed_left = -1.f; 2737 this->speed_left = -1.f;
2614object::force_add (shstr_tmp name, int duration) 2743object::force_add (shstr_tmp name, int duration)
2615{ 2744{
2616 if (object *force = force_find (name)) 2745 if (object *force = force_find (name))
2617 force->destroy (); 2746 force->destroy ();
2618 2747
2619 object *force = get_archetype (FORCE_NAME); 2748 object *force = archetype::get (FORCE_NAME);
2620 2749
2621 force->slaying = name; 2750 force->slaying = name;
2622 force->force_set_timer (duration); 2751 force->force_set_timer (duration);
2623 force->flag [FLAG_APPLIED] = true; 2752 force->flag [FLAG_APPLIED] = true;
2624 2753
2677 2806
2678 insert (force); 2807 insert (force);
2679 } 2808 }
2680} 2809}
2681 2810
2811void object::change_move_type (MoveType mt)
2812{
2813 if (move_type == mt)
2814 return;
2815
2816 if (is_on_map ())
2817 {
2818 // we are on the map, so handle move_on/off effects
2819 remove ();
2820 move_type = mt;
2821 map->insert (this, x, y, this);
2822 }
2823 else
2824 move_type = mt;
2825}
2826
2827/* object should be a player.
2828 * we return the object the player has marked with the 'mark' command
2829 * below. If no match is found (or object has changed), we return
2830 * NULL. We leave it up to the calling function to print messages if
2831 * nothing is found.
2832 */
2833object *
2834object::mark () const
2835{
2836 if (contr && contr->mark && contr->mark->env == this)
2837 return contr->mark;
2838 else
2839 return 0;
2840}
2841
2842// put marked object first in the inventory
2843// this is used by identify-like spells so players can influence
2844// the order a bit.
2845void
2846object::splay_marked ()
2847{
2848 if (object *marked = mark ())
2849 splay (marked);
2850}
2851

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