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Comparing deliantra/server/common/object.C (file contents):
Revision 1.310 by root, Thu Dec 17 01:04:37 2009 UTC vs.
Revision 1.350 by root, Sun May 8 12:40:41 2011 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 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.
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}
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 quick sanity 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
256 || ob1->value != ob2->value 280 || ob1->value != ob2->value
257 || ob1->name != ob2->name 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
258 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) 283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
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 */
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
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 dst->activate (); 622 dst->activate ();
693} 623}
694 624
695void 625void
696object::instantiate () 626object::instantiate ()
697{ 627{
698 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
699 uuid = UUID::gen (); 629 uuid = UUID::gen ();
700 630
701 // TODO: unclean state changes, should nt be done in copy_to AND instantiate 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
702 if (flag [FLAG_RANDOM_SPEED] && speed) 632 if (flag [FLAG_RANDOM_SPEED] && speed)
703 speed_left = - speed - rndm (); // TODO animation 633 speed_left = - speed - rndm (); // TODO animation
704 else 634 else
705 speed_left = -1.; 635 speed_left = -1.;
706 636
736 * 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.
737 */ 667 */
738void 668void
739update_turn_face (object *op) 669update_turn_face (object *op)
740{ 670{
741 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
742 return; 672 return;
743 673
744 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
745 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
746} 676}
807 } 737 }
808 738
809 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
810 740
811 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
812 /* nop */; 742 m.update_up (); // nothing to do except copy up
813 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
814 { 744 {
815#if 0 745#if 0
816 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
817 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
818 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
819 || (op->is_player () && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
820 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
821 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
822 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
823 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
824 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
825 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
826 /* 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
827 * have move_allow right now. 757 * have move_allow right now.
838 * that is being removed. 768 * that is being removed.
839 */ 769 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 m.invalidate (); 771 m.invalidate ();
842 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
844 else 774 else
845 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
846 776
847 if (op->more) 777 if (op->more)
848 update_object (op->more, action); 778 update_object (op->more, action);
849} 779}
850 780
851object::object () 781object::object ()
852{ 782{
853 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
854 784
855 //expmul = 1.0; declared const for the time being 785 //expmul = 1.0; declared const for the time being
856 face = blank_face; 786 face = blank_face;
857 material = MATERIAL_NULL; 787 material = MATERIAL_NULL;
858} 788}
859 789
860object::~object () 790object::~object ()
861{ 791{
862 unlink (); 792 unlink ();
863 793
864 free_key_values (this); 794 kv.clear ();
865} 795}
866
867static int object_count;
868 796
869void object::link () 797void object::link ()
870{ 798{
871 assert (!index);//D 799 assert (!index);//D
872 uuid = UUID::gen (); 800 uuid = UUID::gen ();
873 count = ++object_count;
874 801
875 refcnt_inc (); 802 refcnt_inc ();
876 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
877} 807}
878 808
879void object::unlink () 809void object::unlink ()
880{ 810{
881 if (!index) 811 if (!index)
882 return; 812 return;
813
814 ++destroy_count;
883 815
884 objects.erase (this); 816 objects.erase (this);
885 refcnt_dec (); 817 refcnt_dec ();
886} 818}
887 819
966 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
967 * drop on that space. 899 * drop on that space.
968 */ 900 */
969 if (!drop_to_ground 901 if (!drop_to_ground
970 || !map 902 || !map
971 || map->in_memory != MAP_ACTIVE 903 || !map->linkable ()
972 || map->no_drop 904 || map->no_drop
973 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
974 { 906 {
975 while (inv) 907 while (inv)
976 inv->destroy (); 908 inv->destroy ();
992 map->insert (op, x, y); 924 map->insert (op, x, y);
993 } 925 }
994 } 926 }
995} 927}
996 928
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 *
997object *object::create () 966object::create ()
998{ 967{
999 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
1000 op->link (); 990 op->link ();
991
1001 return op; 992 return op;
1002} 993}
1003 994
995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010// special "grave" map used to store all removed objects
1011// till they can be destroyed - saves a lot of checks in the rest
1012// of the code
1004static struct freed_map : maptile 1013static struct freed_map
1014: maptile
1005{ 1015{
1006 freed_map () 1016 freed_map ()
1017 : maptile (3, 3)
1007 { 1018 {
1008 path = "<freed objects map>"; 1019 path = "<freed objects map>";
1009 name = "/internal/freed_objects_map"; 1020 name = "/internal/freed_objects_map";
1010 width = 3;
1011 height = 3;
1012 no_drop = 1; 1021 no_drop = 1;
1013 no_reset = 1; 1022 no_reset = 1;
1014 1023
1015 alloc ();
1016 in_memory = MAP_ACTIVE; 1024 state = MAP_ACTIVE;
1017 } 1025 }
1018 1026
1019 ~freed_map () 1027 ~freed_map ()
1020 { 1028 {
1021 destroy (); 1029 destroy ();
1071 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1079 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1072 head->destroy (); 1080 head->destroy ();
1073 return; 1081 return;
1074 } 1082 }
1075 1083
1076 destroy_inv (false); 1084 destroy_inv_fast ();
1077 1085
1078 if (is_head ()) 1086 if (is_head ())
1079 if (sound_destroy) 1087 if (sound_destroy)
1080 play_sound (sound_destroy); 1088 play_sound (sound_destroy);
1081 else if (flag [FLAG_MONSTER]) 1089 else if (flag [FLAG_MONSTER])
1113 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1121 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1114 if (object *pl = visible_to ()) 1122 if (object *pl = visible_to ())
1115 esrv_del_item (pl->contr, count); 1123 esrv_del_item (pl->contr, count);
1116 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1124 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1117 1125
1118 adjust_weight (env, -total_weight ()); 1126 adjust_weight (env, total_weight (), 0);
1119 1127
1120 object *pl = in_player (); 1128 object *pl = in_player ();
1121 1129
1122 /* we set up values so that it could be inserted into 1130 /* we set up values so that it could be inserted into
1123 * the map, but we don't actually do that - it is up 1131 * the map, but we don't actually do that - it is up
1135 below = 0; 1143 below = 0;
1136 env = 0; 1144 env = 0;
1137 1145
1138 if (pl && pl->is_player ()) 1146 if (pl && pl->is_player ())
1139 { 1147 {
1148 if (expect_false (pl->contr->combat_ob == this))
1149 {
1150 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1151 pl->contr->combat_ob = 0;
1152 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1153 }
1154
1155 if (expect_false (pl->contr->ranged_ob == this))
1156 {
1157 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1158 pl->contr->ranged_ob = 0;
1159 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1160 }
1161
1140 pl->contr->queue_stats_update (); 1162 pl->contr->queue_stats_update ();
1141 1163
1142 if (glow_radius && pl->is_on_map ()) 1164 if (expect_false (glow_radius) && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y); 1165 update_all_los (pl->map, pl->x, pl->y);
1144 } 1166 }
1145 } 1167 }
1146 else if (map) 1168 else if (map)
1147 { 1169 {
1167 else if (pl->container_ () == this) 1189 else if (pl->container_ () == this)
1168 { 1190 {
1169 // removing a container should close it 1191 // removing a container should close it
1170 close_container (); 1192 close_container ();
1171 } 1193 }
1172 1194 else
1173 esrv_del_item (pl->contr, count); 1195 esrv_del_item (pl->contr, count);
1174 } 1196 }
1175 1197
1176 /* link the object above us */ 1198 /* link the object above us */
1177 // re-link, make sure compiler can easily use cmove 1199 // re-link, make sure compiler can easily use cmove
1178 *(above ? &above->below : &ms.top) = below; 1200 *(above ? &above->below : &ms.top) = below;
1180 1202
1181 above = 0; 1203 above = 0;
1182 below = 0; 1204 below = 0;
1183 1205
1184 ms.invalidate (); 1206 ms.invalidate ();
1185
1186 if (map->in_memory == MAP_SAVING)
1187 return;
1188 1207
1189 int check_walk_off = !flag [FLAG_NO_APPLY]; 1208 int check_walk_off = !flag [FLAG_NO_APPLY];
1190 1209
1191 if (object *pl = ms.player ()) 1210 if (object *pl = ms.player ())
1192 { 1211 {
1317 * Passing 0 for flag gives proper default values, so flag really only needs 1336 * Passing 0 for flag gives proper default values, so flag really only needs
1318 * to be set if special handling is needed. 1337 * to be set if special handling is needed.
1319 * 1338 *
1320 * Return value: 1339 * Return value:
1321 * new object if 'op' was merged with other object 1340 * new object if 'op' was merged with other object
1322 * NULL if 'op' was destroyed 1341 * NULL if there was an error (destroyed, blocked etc.)
1323 * just 'op' otherwise 1342 * just 'op' otherwise
1324 */ 1343 */
1325object * 1344object *
1326insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1345insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1327{ 1346{
1328 op->remove (); 1347 op->remove ();
1329 1348
1330 if (m == &freed_map)//D TODO: remove soon 1349 if (m == &freed_map)//D TODO: remove soon
1331 {//D 1350 {//D
1332 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1351 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1333 }//D 1352 }//D
1334 1353
1335 /* Ideally, the caller figures this out. However, it complicates a lot 1354 /* 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 1355 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work 1356 * need extra work
1364 // from here :/ 1383 // from here :/
1365 op->nrof += tmp->nrof; 1384 op->nrof += tmp->nrof;
1366 tmp->destroy (); 1385 tmp->destroy ();
1367 } 1386 }
1368 1387
1369 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1388 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1370 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1389 op->clr_flag (FLAG_INV_LOCKED);
1371 1390
1372 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1391 if (!op->flag [FLAG_ALIVE])
1373 CLEAR_FLAG (op, FLAG_NO_STEAL); 1392 op->clr_flag (FLAG_NO_STEAL);
1374 1393
1375 if (flag & INS_BELOW_ORIGINATOR) 1394 if (flag & INS_BELOW_ORIGINATOR)
1376 { 1395 {
1377 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1396 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1378 { 1397 {
1413 * when lots of spells are cast in one area. Currently, it is presumed 1432 * when lots of spells are cast in one area. Currently, it is presumed
1414 * that flying non pickable objects are spell objects. 1433 * that flying non pickable objects are spell objects.
1415 */ 1434 */
1416 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1435 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1417 { 1436 {
1418 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1437 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1419 floor = tmp; 1438 floor = tmp;
1420 1439
1421 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1440 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1422 { 1441 {
1423 /* We insert above top, so we want this object below this */ 1442 /* We insert above top, so we want this object below this */
1424 top = tmp->below; 1443 top = tmp->below;
1425 break; 1444 break;
1426 } 1445 }
1444 && (op->face && !faces [op->face].visibility)) 1463 && (op->face && !faces [op->face].visibility))
1445 { 1464 {
1446 object *last; 1465 object *last;
1447 1466
1448 for (last = top; last != floor; last = last->below) 1467 for (last = top; last != floor; last = last->below)
1449 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1468 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1450 break; 1469 break;
1451 1470
1452 /* Check to see if we found the object that blocks view, 1471 /* Check to see if we found the object that blocks view,
1453 * and make sure we have a below pointer for it so that 1472 * and make sure we have a below pointer for it so that
1454 * we can get inserted below this one, which requires we 1473 * we can get inserted below this one, which requires we
1527 */ 1546 */
1528 1547
1529 /* if this is not the head or flag has been passed, don't check walk on status */ 1548 /* 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 ()) 1549 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1531 { 1550 {
1532 if (check_move_on (op, originator)) 1551 if (check_move_on (op, originator, flag))
1533 return 0; 1552 return 0;
1534 1553
1535 /* If we are a multi part object, lets work our way through the check 1554 /* If we are a multi part object, let's work our way through the check
1536 * walk on's. 1555 * walk on's.
1537 */ 1556 */
1538 for (object *tmp = op->more; tmp; tmp = tmp->more) 1557 for (object *tmp = op->more; tmp; tmp = tmp->more)
1539 if (check_move_on (tmp, originator)) 1558 if (check_move_on (tmp, originator, flag))
1540 return 0; 1559 return 0;
1541 } 1560 }
1542 1561
1543 return op; 1562 return op;
1544} 1563}
1585 || (items < m->max_items 1604 || (items < m->max_items
1586 && ms.volume () < m->max_volume)) 1605 && ms.volume () < m->max_volume))
1587 return true; 1606 return true;
1588 1607
1589 if (originator && originator->is_player ()) 1608 if (originator && originator->is_player ())
1590 originator->contr->failmsg (format ( 1609 originator->contr->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.>", 1610 "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 () 1611 query_name ()
1593 )); 1612 );
1594 1613
1595 return false; 1614 return false;
1596} 1615}
1597 1616
1598/* 1617/*
1610 1629
1611 nr = min (nr, nrof); 1630 nr = min (nr, nrof);
1612 1631
1613 if (nrof > nr) 1632 if (nrof > nr)
1614 { 1633 {
1634 sint64 oweight = total_weight ();
1635
1615 nrof -= nr; 1636 nrof -= nr;
1616 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1617 1637
1618 if (object *pl = visible_to ()) 1638 if (object *pl = visible_to ())
1619 esrv_update_item (UPD_NROF, pl, this); 1639 esrv_update_item (UPD_NROF, pl, this);
1640
1641 adjust_weight (env, oweight, total_weight ());
1620 1642
1621 return true; 1643 return true;
1622 } 1644 }
1623 else 1645 else
1624 { 1646 {
1699 if (op->nrof) 1721 if (op->nrof)
1700 for (object *tmp = inv; tmp; tmp = tmp->below) 1722 for (object *tmp = inv; tmp; tmp = tmp->below)
1701 if (object::can_merge (tmp, op)) 1723 if (object::can_merge (tmp, op))
1702 { 1724 {
1703 /* return the original object and remove inserted object 1725 /* return the original object and remove inserted object
1704 (client needs the original object) */ 1726 (client prefers the original object) */
1727
1728 // carring must be 0 for mergable objects
1729 sint64 oweight = tmp->weight * tmp->nrof;
1730
1705 tmp->nrof += op->nrof; 1731 tmp->nrof += op->nrof;
1706 1732
1707 if (object *pl = tmp->visible_to ()) 1733 if (object *pl = tmp->visible_to ())
1708 esrv_update_item (UPD_NROF, pl, tmp); 1734 esrv_update_item (UPD_NROF, pl, tmp);
1709 1735
1710 adjust_weight (this, op->total_weight ()); 1736 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1711 1737
1712 op->destroy (); 1738 op->destroy ();
1713 op = tmp; 1739 op = tmp;
1714 goto inserted; 1740 goto inserted;
1715 } 1741 }
1731 op->flag [FLAG_REMOVED] = 0; 1757 op->flag [FLAG_REMOVED] = 0;
1732 1758
1733 if (object *pl = op->visible_to ()) 1759 if (object *pl = op->visible_to ())
1734 esrv_send_item (pl, op); 1760 esrv_send_item (pl, op);
1735 1761
1736 adjust_weight (this, op->total_weight ()); 1762 adjust_weight (this, 0, op->total_weight ());
1737 1763
1738inserted: 1764inserted:
1739 /* reset the light list and los of the players on the map */ 1765 /* reset the light list and los of the players on the map */
1740 if (op->glow_radius && is_on_map ()) 1766 if (op->glow_radius && is_on_map ())
1741 { 1767 {
1770 * MSW 2001-07-08: Check all objects on space, not just those below 1796 * 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 1797 * object being inserted. insert_ob_in_map may not put new objects
1772 * on top. 1798 * on top.
1773 */ 1799 */
1774int 1800int
1775check_move_on (object *op, object *originator) 1801check_move_on (object *op, object *originator, int flags)
1776{ 1802{
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1803 if (op->flag [FLAG_NO_APPLY])
1778 return 0; 1804 return 0;
1779 1805
1780 object *tmp; 1806 object *tmp;
1781 maptile *m = op->map; 1807 maptile *m = op->map;
1782 int x = op->x, y = op->y; 1808 int x = op->x, y = op->y;
1819 * Second check makes sure that the movement types not being slowed 1845 * Second check makes sure that the movement types not being slowed
1820 * (~slow_move) is not blocked on this space - just because the 1846 * (~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 1847 * 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. 1848 * swim on that space, can't use it to avoid the penalty.
1823 */ 1849 */
1824 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1850 if (!op->flag [FLAG_WIZPASS])
1825 { 1851 {
1826 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1852 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)) 1853 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1828 { 1854 {
1829 float diff = tmp->move_slow_penalty * fabs (op->speed); 1855 float diff = tmp->move_slow_penalty * fabs (op->speed);
1839 1865
1840 /* Basically same logic as above, except now for actual apply. */ 1866 /* Basically same logic as above, except now for actual apply. */
1841 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1867 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)) 1868 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1843 { 1869 {
1870 if ((flags & INS_NO_AUTO_EXIT)
1871 && (tmp->type == EXIT || tmp->type == TELEPORTER
1872 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1873 continue;
1874
1844 move_apply (tmp, op, originator); 1875 move_apply (tmp, op, originator);
1845 1876
1846 if (op->destroyed ()) 1877 if (op->destroyed ())
1847 return 1; 1878 return 1;
1848 1879
1960void 1991void
1961flag_inv (object *op, int flag) 1992flag_inv (object *op, int flag)
1962{ 1993{
1963 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 { 1995 {
1965 SET_FLAG (tmp, flag); 1996 tmp->set_flag (flag);
1966 flag_inv (tmp, flag); 1997 flag_inv (tmp, flag);
1967 } 1998 }
1968} 1999}
1969 2000
1970/* 2001/*
1973void 2004void
1974unflag_inv (object *op, int flag) 2005unflag_inv (object *op, int flag)
1975{ 2006{
1976 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2007 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1977 { 2008 {
1978 CLEAR_FLAG (tmp, flag); 2009 tmp->clr_flag (flag);
1979 unflag_inv (tmp, flag); 2010 unflag_inv (tmp, flag);
1980 } 2011 }
1981} 2012}
1982 2013
1983/* 2014/*
2173{ 2204{
2174 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2205 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2175} 2206}
2176 2207
2177/* 2208/*
2178 * find_dir_2(delta-x,delta-y) will return a direction in which 2209 * 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 2210 * for running into direct [dx, dy].
2180 * object, needs to travel toward it. 2211 * (the opposite of crossfire's find_dir_2!)
2181 */ 2212 */
2182int 2213int
2183find_dir_2 (int x, int y) 2214find_dir_2 (int x, int y)
2184{ 2215{
2216#if 1 // new algorithm
2217 // this works by putting x, y into 16 sectors, which
2218 // are not equal sized, but are a better approximation
2219 // then the old algorithm, and then using a mapping
2220 // table to map it into a direction value.
2221 // basically, it maps these comparisons to each bit
2222 // bit #3: x < 0
2223 // bit #2: y < 0
2224 // bit #1: x > y
2225 // bit #0: x > 2y
2226
2227 static const uint8 dir[16] = {
2228 4, 5, 4, 3,
2229 2, 1, 2, 3,
2230 6, 5, 6, 7,
2231 8, 1, 8, 7,
2232 };
2233 int sector = 0;
2234
2235 // this is a bit ugly, but more likely to result in branchless code
2236 sector |= x < 0 ? 8 : 0;
2237 x = x < 0 ? -x : x; // abs
2238
2239 sector |= y < 0 ? 4 : 0;
2240 y = y < 0 ? -y : y; // abs
2241
2242 if (x > y)
2243 {
2244 sector |= 2;
2245
2246 if (x > y * 2)
2247 sector |= 1;
2248 }
2249 else
2250 {
2251 if (y > x * 2)
2252 sector |= 1;
2253 else if (!y)
2254 return 0; // x == 0 here
2255 }
2256
2257 return dir [sector];
2258#else // old algorithm
2185 int q; 2259 int q;
2186 2260
2187 if (y) 2261 if (y)
2188 q = x * 100 / y; 2262 q = 128 * x / y;
2189 else if (x) 2263 else if (x)
2190 q = -300 * x; 2264 q = -512 * x; // to make it > 309
2191 else 2265 else
2192 return 0; 2266 return 0;
2193 2267
2194 if (y > 0) 2268 if (y > 0)
2195 { 2269 {
2196 if (q < -242) 2270 if (q < -309) return 7;
2271 if (q < -52) return 6;
2272 if (q < 52) return 5;
2273 if (q < 309) return 4;
2274
2197 return 3; 2275 return 3;
2198 if (q < -41) 2276 }
2199 return 2; 2277 else
2200 if (q < 41) 2278 {
2201 return 1; 2279 if (q < -309) return 3;
2202 if (q < 242) 2280 if (q < -52) return 2;
2203 return 8; 2281 if (q < 52) return 1;
2282 if (q < 309) return 8;
2283
2204 return 7; 2284 return 7;
2205 } 2285 }
2206 2286#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} 2287}
2218 2288
2219/* 2289/*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2290 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2291 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2292 */
2223int 2293int
2224dirdiff (int dir1, int dir2) 2294dirdiff (int dir1, int dir2)
2225{ 2295{
2226 int d;
2227
2228 d = abs (dir1 - dir2); 2296 int d = abs (dir1 - dir2);
2229 if (d > 4)
2230 d = 8 - d;
2231 2297
2232 return d; 2298 return d > 4 ? 8 - d : d;
2233} 2299}
2234 2300
2235/* peterm: 2301/* peterm:
2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2302 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2237 * Basically, this is a table of directions, and what directions 2303 * 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) 2409 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2410 */
2345int 2411int
2346can_pick (const object *who, const object *item) 2412can_pick (const object *who, const object *item)
2347{ 2413{
2348 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2414 return /*who->flag [FLAG_WIZ]|| */
2349 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2415 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2350 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2416 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2351} 2417}
2418
2419//-GPL
2352 2420
2353/* 2421/*
2354 * create clone from object to another 2422 * create clone from object to another
2355 */ 2423 */
2356object * 2424object *
2387 return tmp; 2455 return tmp;
2388 2456
2389 return 0; 2457 return 0;
2390} 2458}
2391 2459
2460/* Zero the key_values on op, decrementing the shared-string
2461 * refcounts and freeing the links.
2462 */
2463void
2464key_values::clear ()
2465{
2466 for (key_value *kvp = first; kvp; )
2467 {
2468 key_value *next = kvp->next;
2469 delete kvp;
2470 kvp = next;
2471 }
2472
2473 first = 0;
2474}
2475
2392shstr_tmp 2476shstr_tmp
2393object::kv_get (shstr_tmp key) const 2477key_values::get (shstr_tmp key) const
2394{ 2478{
2395 for (key_value *kv = key_values; kv; kv = kv->next) 2479 for (key_value *kv = first; kv; kv = kv->next)
2396 if (kv->key == key) 2480 if (kv->key == key)
2397 return kv->value; 2481 return kv->value;
2398 2482
2399 return shstr (); 2483 return shstr ();
2400} 2484}
2401 2485
2402void 2486void
2487key_values::add (shstr_tmp key, shstr_tmp value)
2488{
2489 key_value *kv = new key_value;
2490
2491 kv->next = first;
2492 kv->key = key;
2493 kv->value = value;
2494
2495 first = kv;
2496}
2497
2498void
2403object::kv_set (shstr_tmp key, shstr_tmp value) 2499key_values::set (shstr_tmp key, shstr_tmp value)
2404{ 2500{
2405 for (key_value *kv = key_values; kv; kv = kv->next) 2501 for (key_value *kv = first; kv; kv = kv->next)
2406 if (kv->key == key) 2502 if (kv->key == key)
2407 { 2503 {
2408 kv->value = value; 2504 kv->value = value;
2409 return; 2505 return;
2410 } 2506 }
2411 2507
2412 key_value *kv = new key_value; 2508 add (key, value);
2413
2414 kv->next = key_values;
2415 kv->key = key;
2416 kv->value = value;
2417
2418 key_values = kv;
2419} 2509}
2420 2510
2421void 2511void
2422object::kv_del (shstr_tmp key) 2512key_values::del (shstr_tmp key)
2423{ 2513{
2424 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2514 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2425 if ((*kvp)->key == key) 2515 if ((*kvp)->key == key)
2426 { 2516 {
2427 key_value *kv = *kvp; 2517 key_value *kv = *kvp;
2428 *kvp = (*kvp)->next; 2518 *kvp = (*kvp)->next;
2429 delete kv; 2519 delete kv;
2430 return; 2520 return;
2431 } 2521 }
2522}
2523
2524void
2525key_values::reverse ()
2526{
2527 key_value *prev = 0;
2528 key_value *head = first;
2529
2530 while (head)
2531 {
2532 key_value *node = head;
2533 head = head->next;
2534 node->next = prev;
2535 prev = node;
2536 }
2537
2538 first = prev;
2539}
2540
2541key_values &
2542key_values::operator =(const key_values &kv)
2543{
2544 clear ();
2545
2546 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2547 add (kvp->key, kvp->value);
2548
2549 reverse ();
2432} 2550}
2433 2551
2434object::depth_iterator::depth_iterator (object *container) 2552object::depth_iterator::depth_iterator (object *container)
2435: iterator_base (container) 2553: iterator_base (container)
2436{ 2554{
2519object::region () const 2637object::region () const
2520{ 2638{
2521 return map ? map->region (x, y) 2639 return map ? map->region (x, y)
2522 : region::default_region (); 2640 : region::default_region ();
2523} 2641}
2642
2643//+GPL
2524 2644
2525void 2645void
2526object::open_container (object *new_container) 2646object::open_container (object *new_container)
2527{ 2647{
2528 if (container == new_container) 2648 if (container == new_container)
2586 } 2706 }
2587// else if (!old_container->env && contr && contr->ns) 2707// else if (!old_container->env && contr && contr->ns)
2588// contr->ns->floorbox_reset (); 2708// contr->ns->floorbox_reset ();
2589} 2709}
2590 2710
2711//-GPL
2712
2713// prefetch some flat area around the player
2714static void
2715prefetch_surrounding_area (object *op, maptile *map, int range)
2716{
2717 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2718 op->x - range , op->y - range ,
2719 op->x + range + 1, op->y + range + 1);
2720 rect->m;
2721 ++rect)
2722 {
2723 rect->m->touch ();
2724 rect->m->activate ();
2725 }
2726}
2727
2728// prefetch a generous area around the player, also up and down
2729void
2730object::prefetch_surrounding_maps ()
2731{
2732 prefetch_surrounding_area (this, map, 40);
2733
2734 if (maptile *m = map->tile_available (TILE_DOWN))
2735 prefetch_surrounding_area (this, m, 20);
2736
2737 if (maptile *m = map->tile_available (TILE_UP))
2738 prefetch_surrounding_area (this, m, 20);
2739}
2740
2741//+GPL
2742
2591object * 2743object *
2592object::force_find (shstr_tmp name) 2744object::force_find (shstr_tmp name)
2593{ 2745{
2594 /* cycle through his inventory to look for the MARK we want to 2746 /* cycle through his inventory to look for the MARK we want to
2595 * place 2747 * place
2599 return splay (tmp); 2751 return splay (tmp);
2600 2752
2601 return 0; 2753 return 0;
2602} 2754}
2603 2755
2604//-GPL
2605
2606void 2756void
2607object::force_set_timer (int duration) 2757object::force_set_timer (int duration)
2608{ 2758{
2609 this->duration = 1; 2759 this->duration = 1;
2610 this->speed_left = -1.f; 2760 this->speed_left = -1.f;
2616object::force_add (shstr_tmp name, int duration) 2766object::force_add (shstr_tmp name, int duration)
2617{ 2767{
2618 if (object *force = force_find (name)) 2768 if (object *force = force_find (name))
2619 force->destroy (); 2769 force->destroy ();
2620 2770
2621 object *force = get_archetype (FORCE_NAME); 2771 object *force = archetype::get (FORCE_NAME);
2622 2772
2623 force->slaying = name; 2773 force->slaying = name;
2624 force->force_set_timer (duration); 2774 force->force_set_timer (duration);
2625 force->flag [FLAG_APPLIED] = true; 2775 force->flag [FLAG_APPLIED] = true;
2626 2776
2679 2829
2680 insert (force); 2830 insert (force);
2681 } 2831 }
2682} 2832}
2683 2833
2834void object::change_move_type (MoveType mt)
2835{
2836 if (move_type == mt)
2837 return;
2838
2839 if (is_on_map ())
2840 {
2841 // we are on the map, so handle move_on/off effects
2842 remove ();
2843 move_type = mt;
2844 map->insert (this, x, y, this);
2845 }
2846 else
2847 move_type = mt;
2848}
2849
2850/* object should be a player.
2851 * we return the object the player has marked with the 'mark' command
2852 * below. If no match is found (or object has changed), we return
2853 * NULL. We leave it up to the calling function to print messages if
2854 * nothing is found.
2855 */
2856object *
2857object::mark () const
2858{
2859 if (contr && contr->mark && contr->mark->env == this)
2860 return contr->mark;
2861 else
2862 return 0;
2863}
2864
2865// put marked object first in the inventory
2866// this is used by identify-like spells so players can influence
2867// the order a bit.
2868void
2869object::splay_marked ()
2870{
2871 if (object *marked = mark ())
2872 splay (marked);
2873}
2874

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