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Comparing deliantra/server/common/object.C (file contents):
Revision 1.309 by root, Sun Nov 29 17:41:07 2009 UTC vs.
Revision 1.362 by root, Thu Jan 19 21:51:43 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));
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
326 /* 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
327 * if it is valid. 352 * if it is valid.
328 */ 353 */
329 } 354 }
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 /* Not 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 weight_t
427weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, weight_t weight)
428{ 453{
429 return op->type == CONTAINER 454 if (op->type == CONTAINER)
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 weight -= weight * op->stats.Str / 100;
431 : weight;
432}
433 456
457 return weight;
458}
459
434/* 460/*
435 * adjust_weight(object, weight) adds the specified weight to an object, 461 * subtracts, then adds, the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying. 462 * and also updates how much the environment(s) is/are carrying.
437 */ 463 */
438static void 464static void
439adjust_weight (object *op, sint32 weight) 465adjust_weight (object *op, weight_t sub, weight_t add)
440{ 466{
441 while (op) 467 while (op)
442 { 468 {
443 // adjust by actual difference to account for rounding errors 469 weight_t carrying = (weight_t)op->carrying
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 470 - weight_adjust_for (op, sub)
445 weight = weight_adjust_for (op, op->carrying) 471 + weight_adjust_for (op, add);
446 - weight_adjust_for (op, op->carrying - weight);
447 472
448 if (!weight) 473 sub = op->carrying;
449 return;
450
451 op->carrying += weight; 474 op->carrying = carrying;
475 add = op->carrying;
452 476
453 if (object *pl = op->visible_to ()) 477 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily 478 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op); 479 esrv_update_item (UPD_WEIGHT, pl, op);
456 480
464 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
465 */ 489 */
466void 490void
467object::update_weight () 491object::update_weight ()
468{ 492{
469 sint32 sum = 0; 493 weight_t sum = 0;
470 494
471 for (object *op = inv; op; op = op->below) 495 for (object *op = inv; op; op = op->below)
472 { 496 {
473 if (op->inv)
474 op->update_weight (); 497 op->update_weight ();
475 498
476 sum += op->total_weight (); 499 sum += weight_adjust_for (this, op->total_weight ());
477 } 500 }
478
479 sum = weight_adjust_for (this, sum);
480 501
481 if (sum != carrying) 502 if (sum != carrying)
482 { 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
483 carrying = sum; 508 carrying = sum;
484 509
485 if (object *pl = visible_to ()) 510 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily 511 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this); 512 esrv_update_item (UPD_WEIGHT, pl, this);
515object * 540object *
516find_object (tag_t i) 541find_object (tag_t i)
517{ 542{
518 for_all_objects (op) 543 for_all_objects (op)
519 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)
520 return op; 560 return op;
521 561
522 return 0; 562 return 0;
523} 563}
524 564
558 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 ());
559 return; 599 return;
560 } 600 }
561 601
562 this->owner = owner; 602 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} 603}
648 604
649/* 605/*
650 * copy_to first frees everything allocated by the dst object, 606 * copy_to first frees everything allocated by the dst object,
651 * and then copies the contents of itself into the second 607 * and then copies the contents of itself into the second
657void 613void
658object::copy_to (object *dst) 614object::copy_to (object *dst)
659{ 615{
660 dst->remove (); 616 dst->remove ();
661 *(object_copy *)dst = *this; 617 *(object_copy *)dst = *this;
618
619 // maybe move to object_copy?
620 dst->kv = kv;
621
662 dst->flag [FLAG_REMOVED] = true; 622 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 dst->activate (); 623 dst->activate ();
693} 624}
694 625
695void 626void
696object::instantiate () 627object::instantiate ()
697{ 628{
698 if (!uuid.seq) // HACK 629 if (!uuid.seq) // HACK
699 uuid = UUID::gen (); 630 uuid = UUID::gen ();
700 631
701 // TODO: unclean state changes, should nt be done in copy_to AND instantiate 632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
702 if (flag [FLAG_RANDOM_SPEED] && speed) 633 if (flag [FLAG_RANDOM_SPEED] && speed)
703 speed_left = - speed - rndm (); // TODO animation 634 speed_left = - speed - rndm (); // TODO animation
704 else 635 else
705 speed_left = -1.; 636 speed_left = -1.;
706 637
707 /* 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
708 * 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.
709 * 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
710 * values for the body_used info, so when items are created 641 * values for the body_used info, so when items are created
711 * for it, they can be properly equipped. 642 * for it, they can be properly equipped.
712 */ 643 */
713 for (int i = NUM_BODY_LOCATIONS; i--; ) 644 for (int i = NUM_BODY_LOCATIONS; i--; )
714 slot[i].used = slot[i].info; 645 slot[i].used = slot[i].info;
715 646
736 * 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.
737 */ 668 */
738void 669void
739update_turn_face (object *op) 670update_turn_face (object *op)
740{ 671{
741 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
742 return; 673 return;
743 674
744 SET_ANIMATION (op, op->direction); 675 SET_ANIMATION (op, op->direction);
745 update_object (op, UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
746} 677}
807 } 738 }
808 739
809 mapspace &m = op->ms (); 740 mapspace &m = op->ms ();
810 741
811 if (!(m.flags_ & P_UPTODATE)) 742 if (!(m.flags_ & P_UPTODATE))
812 /* nop */; 743 m.update_up (); // nothing to do except copy up
813 else if (action == UP_OBJ_INSERT) 744 else if (action == UP_OBJ_INSERT)
814 { 745 {
815#if 0 746#if 0
816 // this is likely overkill, TODO: revisit (schmorp) 747 // this is likely overkill, TODO: revisit (schmorp)
817 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
818 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
819 || (op->is_player () && !(m.flags_ & P_PLAYER)) 750 || (op->is_player () && !(m.flags_ & P_PLAYER))
820 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
821 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
822 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
823 || (m.move_on | op->move_on ) != m.move_on 754 || (m.move_on | op->move_on ) != m.move_on
824 || (m.move_off | op->move_off ) != m.move_off 755 || (m.move_off | op->move_off ) != m.move_off
825 || (m.move_slow | op->move_slow) != m.move_slow 756 || (m.move_slow | op->move_slow) != m.move_slow
826 /* 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
827 * have move_allow right now. 758 * have move_allow right now.
838 * that is being removed. 769 * that is being removed.
839 */ 770 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 m.invalidate (); 772 m.invalidate ();
842 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ ; 774 m.update_up (); // nothing to do for that case, except copy up
844 else 775 else
845 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
846 777
847 if (op->more) 778 if (op->more)
848 update_object (op->more, action); 779 update_object (op->more, action);
849} 780}
850 781
851object::object () 782object::object ()
852{ 783{
853 SET_FLAG (this, FLAG_REMOVED); 784 this->set_flag (FLAG_REMOVED);
854 785
855 //expmul = 1.0; declared const for the time being 786 //expmul = 1.0; declared const for the time being
856 face = blank_face; 787 face = blank_face;
857 material = MATERIAL_NULL; 788 material = MATERIAL_NULL;
858} 789}
859 790
860object::~object () 791object::~object ()
861{ 792{
862 unlink (); 793 unlink ();
863 794
864 free_key_values (this); 795 kv.clear ();
865} 796}
866
867static int object_count;
868 797
869void object::link () 798void object::link ()
870{ 799{
871 assert (!index);//D 800 assert (!index);//D
872 uuid = UUID::gen (); 801 uuid = UUID::gen ();
873 count = ++object_count;
874 802
875 refcnt_inc (); 803 refcnt_inc ();
876 objects.insert (this); 804 objects.insert (this);
805
806 ++create_count;
807
877} 808}
878 809
879void object::unlink () 810void object::unlink ()
880{ 811{
881 if (!index) 812 if (!index)
882 return; 813 return;
814
815 ++destroy_count;
883 816
884 objects.erase (this); 817 objects.erase (this);
885 refcnt_dec (); 818 refcnt_dec ();
886} 819}
887 820
966 * if some form of movement is allowed, let objects 899 * if some form of movement is allowed, let objects
967 * drop on that space. 900 * drop on that space.
968 */ 901 */
969 if (!drop_to_ground 902 if (!drop_to_ground
970 || !map 903 || !map
971 || map->in_memory != MAP_ACTIVE 904 || !map->linkable ()
972 || map->no_drop 905 || map->no_drop
973 || ms ().move_block == MOVE_ALL) 906 || ms ().move_block == MOVE_ALL)
974 { 907 {
975 while (inv) 908 while (inv)
976 inv->destroy (); 909 inv->destroy ();
992 map->insert (op, x, y); 925 map->insert (op, x, y);
993 } 926 }
994 } 927 }
995} 928}
996 929
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 *
997object *object::create () 967object::create ()
998{ 968{
999 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
1000 op->link (); 991 op->link ();
992
1001 return op; 993 return op;
1002} 994}
1003 995
1004static struct freed_map : maptile 996void
997object::do_delete ()
1005{ 998{
1006 freed_map () 999 uint32_t count = this->count;
1007 {
1008 path = "<freed objects map>";
1009 name = "/internal/freed_objects_map";
1010 width = 3;
1011 height = 3;
1012 no_drop = 1;
1013 no_reset = 1;
1014 1000
1015 alloc (); 1001 this->~object ();
1016 in_memory = MAP_ACTIVE;
1017 }
1018 1002
1019 ~freed_map () 1003 freelist_item *li = (freelist_item *)this;
1020 { 1004 li->next = freelist;
1021 destroy (); 1005 li->count = count;
1022 } 1006
1023} freed_map; // freed objects are moved here to avoid crashes 1007 freelist = li;
1008 ++free_count;
1009}
1024 1010
1025void 1011void
1026object::do_destroy () 1012object::do_destroy ()
1027{ 1013{
1028 if (flag [FLAG_IS_LINKED]) 1014 if (flag [FLAG_IS_LINKED])
1071 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1057 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1072 head->destroy (); 1058 head->destroy ();
1073 return; 1059 return;
1074 } 1060 }
1075 1061
1076 destroy_inv (false); 1062 destroy_inv_fast ();
1077 1063
1078 if (is_head ()) 1064 if (is_head ())
1079 if (sound_destroy) 1065 if (sound_destroy)
1080 play_sound (sound_destroy); 1066 play_sound (sound_destroy);
1081 else if (flag [FLAG_MONSTER]) 1067 else if (flag [FLAG_MONSTER])
1113 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
1114 if (object *pl = visible_to ()) 1100 if (object *pl = visible_to ())
1115 esrv_del_item (pl->contr, count); 1101 esrv_del_item (pl->contr, count);
1116 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
1117 1103
1118 adjust_weight (env, -total_weight ()); 1104 adjust_weight (env, total_weight (), 0);
1119 1105
1120 object *pl = in_player (); 1106 object *pl = in_player ();
1121 1107
1122 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
1123 * 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
1135 below = 0; 1121 below = 0;
1136 env = 0; 1122 env = 0;
1137 1123
1138 if (pl && pl->is_player ()) 1124 if (pl && pl->is_player ())
1139 { 1125 {
1126 if (expect_false (pl->contr->combat_ob == this))
1127 {
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 }
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 (); 1140 pl->contr->queue_stats_update ();
1141 1141
1142 if (glow_radius && pl->is_on_map ()) 1142 if (expect_false (glow_radius) && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y); 1143 update_all_los (pl->map, pl->x, pl->y);
1144 } 1144 }
1145 } 1145 }
1146 else if (map) 1146 else if (map)
1147 { 1147 {
1167 else if (pl->container_ () == this) 1167 else if (pl->container_ () == this)
1168 { 1168 {
1169 // removing a container should close it 1169 // removing a container should close it
1170 close_container (); 1170 close_container ();
1171 } 1171 }
1172 1172 else
1173 esrv_del_item (pl->contr, count); 1173 esrv_del_item (pl->contr, count);
1174 } 1174 }
1175 1175
1176 /* link the object above us */ 1176 /* link the object above us */
1177 // re-link, make sure compiler can easily use cmove 1177 // re-link, make sure compiler can easily use cmove
1178 *(above ? &above->below : &ms.top) = below; 1178 *(above ? &above->below : &ms.top) = below;
1180 1180
1181 above = 0; 1181 above = 0;
1182 below = 0; 1182 below = 0;
1183 1183
1184 ms.invalidate (); 1184 ms.invalidate ();
1185
1186 if (map->in_memory == MAP_SAVING)
1187 return;
1188 1185
1189 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1190 1187
1191 if (object *pl = ms.player ()) 1188 if (object *pl = ms.player ())
1192 { 1189 {
1317 * 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
1318 * to be set if special handling is needed. 1315 * to be set if special handling is needed.
1319 * 1316 *
1320 * Return value: 1317 * Return value:
1321 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1322 * NULL if 'op' was destroyed 1319 * NULL if there was an error (destroyed, blocked etc.)
1323 * just 'op' otherwise 1320 * just 'op' otherwise
1324 */ 1321 */
1325object * 1322object *
1326insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1327{ 1324{
1328 op->remove (); 1325 op->remove ();
1329 1326
1330 if (m == &freed_map)//D TODO: remove soon 1327 if (m == &freed_map)//D TODO: remove soon
1331 {//D 1328 {//D
1332 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
1333 }//D 1330 }//D
1334 1331
1335 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * 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
1337 * need extra work 1334 * need extra work
1364 // from here :/ 1361 // from here :/
1365 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1366 tmp->destroy (); 1363 tmp->destroy ();
1367 } 1364 }
1368 1365
1369 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 */
1370 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 op->clr_flag (FLAG_INV_LOCKED);
1371 1368
1372 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1369 if (!op->flag [FLAG_ALIVE])
1373 CLEAR_FLAG (op, FLAG_NO_STEAL); 1370 op->clr_flag (FLAG_NO_STEAL);
1374 1371
1375 if (flag & INS_BELOW_ORIGINATOR) 1372 if (flag & INS_BELOW_ORIGINATOR)
1376 { 1373 {
1377 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)
1378 { 1375 {
1413 * 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
1414 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1415 */ 1412 */
1416 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1417 { 1414 {
1418 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])
1419 floor = tmp; 1416 floor = tmp;
1420 1417
1421 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])
1422 { 1419 {
1423 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1424 top = tmp->below; 1421 top = tmp->below;
1425 break; 1422 break;
1426 } 1423 }
1444 && (op->face && !faces [op->face].visibility)) 1441 && (op->face && !faces [op->face].visibility))
1445 { 1442 {
1446 object *last; 1443 object *last;
1447 1444
1448 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1449 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1450 break; 1447 break;
1451 1448
1452 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1453 * 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
1454 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1527 */ 1524 */
1528 1525
1529 /* 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 */
1530 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1531 { 1528 {
1532 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator, flag))
1533 return 0; 1530 return 0;
1534 1531
1535 /* 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
1536 * walk on's. 1533 * walk on's.
1537 */ 1534 */
1538 for (object *tmp = op->more; tmp; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1539 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1540 return 0; 1537 return 0;
1541 } 1538 }
1542 1539
1543 return op; 1540 return op;
1544} 1541}
1584 if (!items // testing !items ensures we can drop at least one item 1581 if (!items // testing !items ensures we can drop at least one item
1585 || (items < m->max_items 1582 || (items < m->max_items
1586 && ms.volume () < m->max_volume)) 1583 && ms.volume () < m->max_volume))
1587 return true; 1584 return true;
1588 1585
1589 if (originator && originator->is_player ()) 1586 if (originator)
1590 originator->contr->failmsg (format ( 1587 originator->failmsgf (
1591 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1588 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1592 query_name () 1589 query_name ()
1593 )); 1590 );
1594 1591
1595 return false; 1592 return false;
1596} 1593}
1597 1594
1598/* 1595/*
1610 1607
1611 nr = min (nr, nrof); 1608 nr = min (nr, nrof);
1612 1609
1613 if (nrof > nr) 1610 if (nrof > nr)
1614 { 1611 {
1612 weight_t oweight = total_weight ();
1613
1615 nrof -= nr; 1614 nrof -= nr;
1616 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1617 1615
1618 if (object *pl = visible_to ()) 1616 if (object *pl = visible_to ())
1619 esrv_update_item (UPD_NROF, pl, this); 1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 adjust_weight (env, oweight, total_weight ());
1620 1620
1621 return true; 1621 return true;
1622 } 1622 }
1623 else 1623 else
1624 { 1624 {
1678/* 1678/*
1679 * env->insert (op) 1679 * env->insert (op)
1680 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1681 * inside the object environment. 1681 * inside the object environment.
1682 * 1682 *
1683 * 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
1684 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1685 */ 1685 */
1686object * 1686object *
1687object::insert (object *op) 1687object::insert (object *op)
1688{ 1688{
1699 if (op->nrof) 1699 if (op->nrof)
1700 for (object *tmp = inv; tmp; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1701 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1702 { 1702 {
1703 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1704 (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
1705 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1706 1710
1707 if (object *pl = tmp->visible_to ()) 1711 if (object *pl = tmp->visible_to ())
1708 esrv_update_item (UPD_NROF, pl, tmp); 1712 esrv_update_item (UPD_NROF, pl, tmp);
1709 1713
1710 adjust_weight (this, op->total_weight ()); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1711 1715
1712 op->destroy (); 1716 op->destroy ();
1713 op = tmp; 1717 op = tmp;
1714 goto inserted; 1718 goto inserted;
1715 } 1719 }
1731 op->flag [FLAG_REMOVED] = 0; 1735 op->flag [FLAG_REMOVED] = 0;
1732 1736
1733 if (object *pl = op->visible_to ()) 1737 if (object *pl = op->visible_to ())
1734 esrv_send_item (pl, op); 1738 esrv_send_item (pl, op);
1735 1739
1736 adjust_weight (this, op->total_weight ()); 1740 adjust_weight (this, 0, op->total_weight ());
1737 1741
1738inserted: 1742inserted:
1739 /* 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 */
1740 if (op->glow_radius && is_on_map ()) 1744 if (op->glow_radius && is_on_map ())
1741 { 1745 {
1770 * 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
1771 * 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
1772 * on top. 1776 * on top.
1773 */ 1777 */
1774int 1778int
1775check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
1776{ 1780{
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1781 if (op->flag [FLAG_NO_APPLY])
1778 return 0; 1782 return 0;
1779 1783
1780 object *tmp; 1784 object *tmp;
1781 maptile *m = op->map; 1785 maptile *m = op->map;
1782 int x = op->x, y = op->y; 1786 int x = op->x, y = op->y;
1819 * Second check makes sure that the movement types not being slowed 1823 * Second check makes sure that the movement types not being slowed
1820 * (~slow_move) is not blocked on this space - just because the 1824 * (~slow_move) is not blocked on this space - just because the
1821 * 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
1822 * 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.
1823 */ 1827 */
1824 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1828 if (!op->flag [FLAG_WIZPASS])
1825 { 1829 {
1826 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1830 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1827 ((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))
1828 { 1832 {
1829 float diff = tmp->move_slow_penalty * fabs (op->speed); 1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1839 1843
1840 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
1841 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1842 ((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))
1843 { 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
1844 move_apply (tmp, op, originator); 1853 move_apply (tmp, op, originator);
1845 1854
1846 if (op->destroyed ()) 1855 if (op->destroyed ())
1847 return 1; 1856 return 1;
1848 1857
1960void 1969void
1961flag_inv (object *op, int flag) 1970flag_inv (object *op, int flag)
1962{ 1971{
1963 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 { 1973 {
1965 SET_FLAG (tmp, flag); 1974 tmp->set_flag (flag);
1966 flag_inv (tmp, flag); 1975 flag_inv (tmp, flag);
1967 } 1976 }
1968} 1977}
1969 1978
1970/* 1979/*
1973void 1982void
1974unflag_inv (object *op, int flag) 1983unflag_inv (object *op, int flag)
1975{ 1984{
1976 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1977 { 1986 {
1978 CLEAR_FLAG (tmp, flag); 1987 tmp->clr_flag (flag);
1979 unflag_inv (tmp, flag); 1988 unflag_inv (tmp, flag);
1980 } 1989 }
1981} 1990}
1982 1991
1983/* 1992/*
2000 */ 2009 */
2001int 2010int
2002find_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)
2003{ 2012{
2004 int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
2005 int index = 0, flag; 2014 int index = 0;
2006 2015
2007 for (int i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2008 { 2017 {
2009 mapxy pos (m, x, y); pos.move (i); 2018 mapxy pos (m, x, y); pos.move (i);
2010 2019
2122 * there is capable of. 2131 * there is capable of.
2123 */ 2132 */
2124int 2133int
2125find_dir (maptile *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2126{ 2135{
2127 int max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2128 MoveType move_type; 2137 MoveType move_type;
2129 2138
2130 if (exclude && exclude->head_ () != exclude) 2139 if (exclude && exclude->head_ () != exclude)
2131 { 2140 {
2132 exclude = exclude->head; 2141 exclude = exclude->head;
2173{ 2182{
2174 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);
2175} 2184}
2176 2185
2177/* 2186/*
2178 * 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
2179 * an object which has subtracted the x and y coordinates of another 2188 * for running into direct [dx, dy].
2180 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2181 */ 2190 */
2182int 2191int
2183find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2184{ 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
2185 int q; 2237 int q;
2186 2238
2187 if (y) 2239 if (y)
2188 q = x * 100 / y; 2240 q = 128 * x / y;
2189 else if (x) 2241 else if (x)
2190 q = -300 * x; 2242 q = -512 * x; // to make it > 309
2191 else 2243 else
2192 return 0; 2244 return 0;
2193 2245
2194 if (y > 0) 2246 if (y > 0)
2195 { 2247 {
2196 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
2197 return 3; 2253 return 3;
2198 if (q < -41) 2254 }
2199 return 2; 2255 else
2200 if (q < 41) 2256 {
2201 return 1; 2257 if (q < -309) return 3;
2202 if (q < 242) 2258 if (q < -52) return 2;
2203 return 8; 2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2204 return 7; 2262 return 7;
2205 } 2263 }
2206 2264#endif
2207 if (q < -242)
2208 return 7;
2209 if (q < -41)
2210 return 6;
2211 if (q < 41)
2212 return 5;
2213 if (q < 242)
2214 return 4;
2215
2216 return 3;
2217} 2265}
2218 2266
2219/* 2267/*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2270 */
2223int 2271int
2224dirdiff (int dir1, int dir2) 2272dirdiff (int dir1, int dir2)
2225{ 2273{
2226 int d;
2227
2228 d = abs (dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2229 if (d > 4)
2230 d = 8 - d;
2231 2275
2232 return d; 2276 return d > 4 ? 8 - d : d;
2233} 2277}
2234 2278
2235/* peterm: 2279/* peterm:
2236 * 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.
2237 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2343 * 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)
2344 */ 2388 */
2345int 2389int
2346can_pick (const object *who, const object *item) 2390can_pick (const object *who, const object *item)
2347{ 2391{
2348 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2349 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2350 !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));
2351} 2395}
2396
2397//-GPL
2352 2398
2353/* 2399/*
2354 * create clone from object to another 2400 * create clone from object to another
2355 */ 2401 */
2356object * 2402object *
2387 return tmp; 2433 return tmp;
2388 2434
2389 return 0; 2435 return 0;
2390} 2436}
2391 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
2392shstr_tmp 2454shstr_tmp
2393object::kv_get (shstr_tmp key) const 2455key_values::get (shstr_tmp key) const
2394{ 2456{
2395 for (key_value *kv = key_values; kv; kv = kv->next) 2457 for (key_value *kv = first; kv; kv = kv->next)
2396 if (kv->key == key) 2458 if (kv->key == key)
2397 return kv->value; 2459 return kv->value;
2398 2460
2399 return shstr (); 2461 return shstr ();
2400} 2462}
2401 2463
2402void 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
2403object::kv_set (shstr_tmp key, shstr_tmp value) 2477key_values::set (shstr_tmp key, shstr_tmp value)
2404{ 2478{
2405 for (key_value *kv = key_values; kv; kv = kv->next) 2479 for (key_value *kv = first; kv; kv = kv->next)
2406 if (kv->key == key) 2480 if (kv->key == key)
2407 { 2481 {
2408 kv->value = value; 2482 kv->value = value;
2409 return; 2483 return;
2410 } 2484 }
2411 2485
2412 key_value *kv = new key_value; 2486 add (key, value);
2413
2414 kv->next = key_values;
2415 kv->key = key;
2416 kv->value = value;
2417
2418 key_values = kv;
2419} 2487}
2420 2488
2421void 2489void
2422object::kv_del (shstr_tmp key) 2490key_values::del (shstr_tmp key)
2423{ 2491{
2424 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2425 if ((*kvp)->key == key) 2493 if ((*kvp)->key == key)
2426 { 2494 {
2427 key_value *kv = *kvp; 2495 key_value *kv = *kvp;
2428 *kvp = (*kvp)->next; 2496 *kvp = (*kvp)->next;
2429 delete kv; 2497 delete kv;
2430 return; 2498 return;
2431 } 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 ();
2432} 2528}
2433 2529
2434object::depth_iterator::depth_iterator (object *container) 2530object::depth_iterator::depth_iterator (object *container)
2435: iterator_base (container) 2531: iterator_base (container)
2436{ 2532{
2519object::region () const 2615object::region () const
2520{ 2616{
2521 return map ? map->region (x, y) 2617 return map ? map->region (x, y)
2522 : region::default_region (); 2618 : region::default_region ();
2523} 2619}
2620
2621//+GPL
2524 2622
2525void 2623void
2526object::open_container (object *new_container) 2624object::open_container (object *new_container)
2527{ 2625{
2528 if (container == new_container) 2626 if (container == new_container)
2586 } 2684 }
2587// else if (!old_container->env && contr && contr->ns) 2685// else if (!old_container->env && contr && contr->ns)
2588// contr->ns->floorbox_reset (); 2686// contr->ns->floorbox_reset ();
2589} 2687}
2590 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
2591object * 2721object *
2592object::force_find (shstr_tmp name) 2722object::force_find (shstr_tmp name)
2593{ 2723{
2594 /* 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
2595 * place 2725 * place
2599 return splay (tmp); 2729 return splay (tmp);
2600 2730
2601 return 0; 2731 return 0;
2602} 2732}
2603 2733
2604//-GPL
2605
2606void 2734void
2607object::force_set_timer (int duration) 2735object::force_set_timer (int duration)
2608{ 2736{
2609 this->duration = 1; 2737 this->duration = 1;
2610 this->speed_left = -1.f; 2738 this->speed_left = -1.f;
2616object::force_add (shstr_tmp name, int duration) 2744object::force_add (shstr_tmp name, int duration)
2617{ 2745{
2618 if (object *force = force_find (name)) 2746 if (object *force = force_find (name))
2619 force->destroy (); 2747 force->destroy ();
2620 2748
2621 object *force = get_archetype (FORCE_NAME); 2749 object *force = archetype::get (FORCE_NAME);
2622 2750
2623 force->slaying = name; 2751 force->slaying = name;
2624 force->force_set_timer (duration); 2752 force->force_set_timer (duration);
2625 force->flag [FLAG_APPLIED] = true; 2753 force->flag [FLAG_APPLIED] = true;
2626 2754
2679 2807
2680 insert (force); 2808 insert (force);
2681 } 2809 }
2682} 2810}
2683 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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