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Comparing deliantra/server/common/object.C (file contents):
Revision 1.314 by root, Fri Mar 26 00:59:20 2010 UTC vs.
Revision 1.367 by root, Sun Nov 18 15:19:48 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <stdio.h> 27#include <stdio.h>
37uint32_t mapspace::smellcount = 10000; 38uint32_t mapspace::smellcount = 10000;
38 39
39objectvec objects; 40objectvec objects;
40activevec actives; 41activevec actives;
41 42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
42//+GPL 49//+GPL
43 50
44short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
45 0, 52 0,
46 0, 1, 1, 1, 0, -1, -1, -1, 53 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
49}; 56};
50short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
51 0, 58 0,
52 -1, -1, 0, 1, 1, 1, 0, -1, 59 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
55}; 62};
65 9, 10, 13, 14, 17, 18, 21, 22, 72 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, 73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68}; 75};
69 76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
70static void 96static void
71write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
72{ 98{
73 CALL_BEGIN (2); 99 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip)); 100 CALL_ARG_SV (newSVval64 (skip));
208 234
209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
210static bool 236static bool
211compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
212{ 238{
213 /* n-squared behaviour (see kv_get), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
214 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
215 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
216 */ 242 */
217 243
218 /* For each field in wants, */ 244 /* For each field in wants, */
219 for (key_value *kv = wants->key_values; kv; kv = kv->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
220 if (has->kv_get (kv->key) != kv->value) 246 if (has->kv.get (kv->key) != kv->value)
221 return false; 247 return false;
222 248
223 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
224 return true; 250 return true;
225} 251}
249 */ 275 */
250bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
251{ 277{
252 /* A couple quick sanity checks */ 278 /* A couple quick sanity checks */
253 if (ob1 == ob2 279 if (ob1 == ob2
254 || ob1->type != ob2->type 280 || ob1->type != ob2->type
255 || ob1->value != ob2->value 281 || ob1->value != ob2->value
256 || ob1->name != ob2->name 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) 284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
258 return 0; 285 return 0;
259 286
260 /* Do not merge objects if nrof would overflow, assume nrof 287 /* Do not merge objects if nrof would overflow, assume nrof
261 * is always 0 .. 2**31-1 */ 288 * is always 0 .. 2**31-1 */
266 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
267 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
268 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
269 * flags lose any meaning. 296 * flags lose any meaning.
270 */ 297 */
271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
272 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
273 300
274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
275 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
276 303
277 if (ob1->arch->archname != ob2->arch->archname 304 if (ob1->arch->archname != ob2->arch->archname
278 || ob1->name != ob2->name 305 || ob1->name != ob2->name
279 || ob1->title != ob2->title 306 || ob1->title != ob2->title
280 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
325 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
326 * if it is valid. 353 * if it is valid.
327 */ 354 */
328 } 355 }
329 356
330 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
331 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
332 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
333 */ 360 */
334 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
335 return 0; 362 return 0;
336 363
337 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
338 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
339 * check? 366 * check?
340 */ 367 */
341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
342 return 0; 369 return 0;
343 370
344 switch (ob1->type) 371 switch (ob1->type)
345 { 372 {
346 case SCROLL: 373 case SCROLL:
347 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
348 return 0; 375 return 0;
349 break; 376 break;
350 } 377 }
351 378
352 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
353 { 380 {
354 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
355 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
356 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
357 384
358 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
359 return 0; 386 return 0;
360 } 387 }
420 447
421 return 0; 448 return 0;
422} 449}
423 450
424// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
425static sint32 452static weight_t
426weight_adjust_for (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
427{ 454{
428 return op->type == CONTAINER 455 if (op->type == CONTAINER)
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
430 : weight;
431}
432 457
458 return weight;
459}
460
433/* 461/*
434 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
436 */ 464 */
437static void 465static void
438adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
439{ 467{
440 while (op) 468 while (op)
441 { 469 {
442 // adjust by actual difference to account for rounding errors 470 weight_t carrying = (weight_t)op->carrying
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 471 - weight_adjust_for (op, sub)
444 weight = weight_adjust_for (op, op->carrying) 472 + weight_adjust_for (op, add);
445 - weight_adjust_for (op, op->carrying - weight);
446 473
447 if (!weight) 474 sub = op->carrying;
448 return;
449
450 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
451 477
452 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily 479 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
455 481
463 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
464 */ 490 */
465void 491void
466object::update_weight () 492object::update_weight ()
467{ 493{
468 sint32 sum = 0; 494 weight_t sum = 0;
469 495
470 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
471 { 497 {
472 if (op->inv)
473 op->update_weight (); 498 op->update_weight ();
474 499
475 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
476 } 501 }
477
478 sum = weight_adjust_for (this, sum);
479 502
480 if (sum != carrying) 503 if (sum != carrying)
481 { 504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
482 carrying = sum; 509 carrying = sum;
483 510
484 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily 512 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return; 600 return;
574 } 601 }
575 602
576 this->owner = owner; 603 this->owner = owner;
577}
578
579int
580object::slottype () const
581{
582 if (type == SKILL)
583 {
584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
594}
595
596bool
597object::change_weapon (object *ob)
598{
599 if (current_weapon == ob)
600 return true;
601
602 if (chosen_skill)
603 chosen_skill->flag [FLAG_APPLIED] = false;
604
605 current_weapon = ob;
606 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
607
608 if (chosen_skill)
609 chosen_skill->flag [FLAG_APPLIED] = true;
610
611 update_stats ();
612
613 if (ob)
614 {
615 // now check wether any body locations became invalid, in which case
616 // we cannot apply the weapon at the moment.
617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
618 if (slot[i].used < 0)
619 {
620 current_weapon = chosen_skill = 0;
621 update_stats ();
622
623 new_draw_info_format (NDI_UNIQUE, 0, this,
624 "You try to balance all your items at once, "
625 "but the %s is just too much for your body. "
626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
628 return false;
629 }
630
631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
632 }
633 else
634 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
635
636 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
637 {
638 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
639 &name, ob->debug_desc ());
640 return false;
641 }
642
643 return true;
644}
645
646/* Zero the key_values on op, decrementing the shared-string
647 * refcounts and freeing the links.
648 */
649static void
650free_key_values (object *op)
651{
652 for (key_value *i = op->key_values; i; )
653 {
654 key_value *next = i->next;
655 delete i;
656
657 i = next;
658 }
659
660 op->key_values = 0;
661} 604}
662 605
663/* 606/*
664 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
665 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
671void 614void
672object::copy_to (object *dst) 615object::copy_to (object *dst)
673{ 616{
674 dst->remove (); 617 dst->remove ();
675 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
619
620 // maybe move to object_copy?
621 dst->kv = kv;
622
676 dst->flag [FLAG_REMOVED] = true; 623 dst->flag [FLAG_REMOVED] = true;
677
678 /* Copy over key_values, if any. */
679 if (key_values)
680 {
681 key_value *tail = 0;
682 dst->key_values = 0;
683
684 for (key_value *i = key_values; i; i = i->next)
685 {
686 key_value *new_link = new key_value;
687
688 new_link->next = 0;
689 new_link->key = i->key;
690 new_link->value = i->value;
691
692 /* Try and be clever here, too. */
693 if (!dst->key_values)
694 {
695 dst->key_values = new_link;
696 tail = new_link;
697 }
698 else
699 {
700 tail->next = new_link;
701 tail = new_link;
702 }
703 }
704 }
705
706 dst->activate (); 624 dst->activate ();
707} 625}
708 626
709void 627void
710object::instantiate () 628object::instantiate ()
711{ 629{
712 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
713 uuid = UUID::gen (); 631 uuid = UUID::gen ();
714 632
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate 633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed) 634 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation 635 speed_left = - speed - rndm (); // TODO animation
718 else 636 else
719 speed_left = -1.; 637 speed_left = -1.;
720 638
721 /* copy the body_info to the body_used - this is only really 639 /* copy the body_info to the body_used - this is only really
722 * need for monsters, but doesn't hurt to do it for everything. 640 * need for monsters, but doesn't hurt to do it for everything.
723 * by doing so, when a monster is created, it has good starting 641 * by doing so, when a monster is created, it has good starting
724 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
725 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
726 */ 644 */
727 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
728 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
729 647
730 attachable::instantiate (); 648 attachable::instantiate ();
731} 649}
732 650
742 660
743 neu->map = map; // not copied by copy_to 661 neu->map = map; // not copied by copy_to
744 return neu; 662 return neu;
745} 663}
746 664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
674}
675
747/* 676/*
748 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
749 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
750 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
751 */ 680 */
752void 681void
753update_turn_face (object *op) 682update_turn_face (object *op)
754{ 683{
755 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
756 return; 685 return;
757 686
758 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
759 update_object (op, UP_OBJ_FACE);
760} 688}
761 689
762/* 690/*
763 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
764 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
774 else 702 else
775 deactivate (); 703 deactivate ();
776} 704}
777 705
778/* 706/*
779 * update_object() updates the the map. 707 * update_object() updates the map.
780 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
781 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
782 * invisible object, etc...) 710 * invisible object, etc...)
783 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
784 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
821 } 749 }
822 750
823 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
824 752
825 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
826 /* nop */; 754 m.update_up (); // nothing to do except copy up
827 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
828 { 756 {
829#if 0 757#if 0
830 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
833 || (op->is_player () && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
837 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
838 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
839 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
840 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
841 * have move_allow right now. 769 * have move_allow right now.
842 */ 770 */
843 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
844 m.invalidate (); 772 m.invalidate ();
845#else 773#else
846 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) 774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
852 * that is being removed. 780 * that is being removed.
853 */ 781 */
854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
855 m.invalidate (); 783 m.invalidate ();
856 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
857 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
858 else 786 else
859 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
860 788
861 if (op->more) 789 if (op->more)
862 update_object (op->more, action); 790 update_object (op->more, action);
863} 791}
864 792
865object::object () 793object::object ()
866{ 794{
867 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
868 796
869 //expmul = 1.0; declared const for the time being 797 //expmul = 1.0; declared const for the time being
870 face = blank_face; 798 face = blank_face;
871 material = MATERIAL_NULL; 799 material = MATERIAL_NULL;
872} 800}
873 801
874object::~object () 802object::~object ()
875{ 803{
876 unlink (); 804 unlink ();
877 805
878 free_key_values (this); 806 kv.clear ();
879} 807}
880
881static int object_count;
882 808
883void object::link () 809void object::link ()
884{ 810{
885 assert (!index);//D 811 assert (!index);//D
886 uuid = UUID::gen (); 812 uuid = UUID::gen ();
887 count = ++object_count;
888 813
889 refcnt_inc (); 814 refcnt_inc ();
890 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
891} 819}
892 820
893void object::unlink () 821void object::unlink ()
894{ 822{
895 if (!index) 823 if (!index)
896 return; 824 return;
825
826 ++destroy_count;
897 827
898 objects.erase (this); 828 objects.erase (this);
899 refcnt_dec (); 829 refcnt_dec ();
900} 830}
901 831
924 op->activate_recursive (); 854 op->activate_recursive ();
925} 855}
926 856
927/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
928 * objects. 858 * objects.
929 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
930 * reference maps where you don't want an object that isn't 860 * reference maps where you don't want an object that isn't
931 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
932 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
933 * will do the right thing based on the speed of the object. 863 * will do the right thing based on the speed of the object.
934 */ 864 */
980 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
981 * drop on that space. 911 * drop on that space.
982 */ 912 */
983 if (!drop_to_ground 913 if (!drop_to_ground
984 || !map 914 || !map
985 || map->in_memory != MAP_ACTIVE 915 || !map->linkable ()
986 || map->no_drop 916 || map->no_drop
987 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
988 { 918 {
989 while (inv) 919 while (inv)
990 inv->destroy (); 920 inv->destroy ();
1006 map->insert (op, x, y); 936 map->insert (op, x, y);
1007 } 937 }
1008 } 938 }
1009} 939}
1010 940
941/*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
946void
947object::destroy_inv_fast ()
948{
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960}
961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
1011object *object::create () 978object::create ()
1012{ 979{
1013 object *op = new object; 980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
1014 op->link (); 1002 op->link ();
1003
1015 return op; 1004 return op;
1016} 1005}
1017 1006
1018static struct freed_map : maptile 1007void
1008object::do_delete ()
1019{ 1009{
1020 freed_map () 1010 uint32_t count = this->count;
1021 {
1022 path = "<freed objects map>";
1023 name = "/internal/freed_objects_map";
1024 width = 3;
1025 height = 3;
1026 no_drop = 1;
1027 no_reset = 1;
1028 1011
1029 alloc (); 1012 this->~object ();
1030 in_memory = MAP_ACTIVE;
1031 }
1032 1013
1033 ~freed_map () 1014 freelist_item *li = (freelist_item *)this;
1034 { 1015 li->next = freelist;
1035 destroy (); 1016 li->count = count;
1036 } 1017
1037} freed_map; // freed objects are moved here to avoid crashes 1018 freelist = li;
1019 ++free_count;
1020}
1038 1021
1039void 1022void
1040object::do_destroy () 1023object::do_destroy ()
1041{ 1024{
1042 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy (); 1069 head->destroy ();
1087 return; 1070 return;
1088 } 1071 }
1089 1072
1090 destroy_inv (false); 1073 destroy_inv_fast ();
1091 1074
1092 if (is_head ()) 1075 if (is_head ())
1093 if (sound_destroy) 1076 if (sound_destroy)
1094 play_sound (sound_destroy); 1077 play_sound (sound_destroy);
1095 else if (flag [FLAG_MONSTER]) 1078 else if (flag [FLAG_MONSTER])
1116 flag [FLAG_REMOVED] = true; 1099 flag [FLAG_REMOVED] = true;
1117 1100
1118 if (more) 1101 if (more)
1119 more->remove (); 1102 more->remove ();
1120 1103
1121 /* 1104 /*
1122 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1123 * inventory. 1106 * inventory.
1124 */ 1107 */
1125 if (env) 1108 if (env)
1126 { 1109 {
1127 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1128 if (object *pl = visible_to ()) 1111 if (object *pl = visible_to ())
1129 esrv_del_item (pl->contr, count); 1112 esrv_del_item (pl->contr, count);
1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1131 1114
1132 adjust_weight (env, -total_weight ()); 1115 adjust_weight (env, total_weight (), 0);
1133 1116
1134 object *pl = in_player (); 1117 object *pl = in_player ();
1135 1118
1136 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1149 below = 0; 1132 below = 0;
1150 env = 0; 1133 env = 0;
1151 1134
1152 if (pl && pl->is_player ()) 1135 if (pl && pl->is_player ())
1153 { 1136 {
1137 if (expect_false (pl->contr->combat_ob == this))
1138 {
1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1140 pl->contr->combat_ob = 0;
1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1143
1144 if (expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1154 pl->contr->queue_stats_update (); 1151 pl->contr->queue_stats_update ();
1155 1152
1156 if (glow_radius && pl->is_on_map ()) 1153 if (expect_false (glow_radius) && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y); 1154 update_all_los (pl->map, pl->x, pl->y);
1158 } 1155 }
1159 } 1156 }
1160 else if (map) 1157 else if (map)
1161 { 1158 {
1181 else if (pl->container_ () == this) 1178 else if (pl->container_ () == this)
1182 { 1179 {
1183 // removing a container should close it 1180 // removing a container should close it
1184 close_container (); 1181 close_container ();
1185 } 1182 }
1186 1183 else
1187 esrv_del_item (pl->contr, count); 1184 esrv_del_item (pl->contr, count);
1188 } 1185 }
1189 1186
1190 /* link the object above us */ 1187 /* link the object above us */
1191 // re-link, make sure compiler can easily use cmove 1188 // re-link, make sure compiler can easily use cmove
1192 *(above ? &above->below : &ms.top) = below; 1189 *(above ? &above->below : &ms.top) = below;
1194 1191
1195 above = 0; 1192 above = 0;
1196 below = 0; 1193 below = 0;
1197 1194
1198 ms.invalidate (); 1195 ms.invalidate ();
1199
1200 if (map->in_memory == MAP_SAVING)
1201 return;
1202 1196
1203 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 1198
1205 if (object *pl = ms.player ()) 1199 if (object *pl = ms.player ())
1206 { 1200 {
1341{ 1335{
1342 op->remove (); 1336 op->remove ();
1343 1337
1344 if (m == &freed_map)//D TODO: remove soon 1338 if (m == &freed_map)//D TODO: remove soon
1345 {//D 1339 {//D
1346 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1347 }//D 1341 }//D
1348 1342
1349 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1350 * of areas of callers (eg, anything that uses find_free_spot would now 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1351 * need extra work 1345 * need extra work
1378 // from here :/ 1372 // from here :/
1379 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1380 tmp->destroy (); 1374 tmp->destroy ();
1381 } 1375 }
1382 1376
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1385 1379
1386 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1387 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1388 1382
1389 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1390 { 1384 {
1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1392 { 1386 {
1420 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1421 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1422 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1423 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1424 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1425 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1426 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1427 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1428 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1429 */ 1423 */
1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1431 { 1425 {
1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1433 floor = tmp; 1427 floor = tmp;
1434 1428
1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1436 { 1430 {
1437 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1438 top = tmp->below; 1432 top = tmp->below;
1439 break; 1433 break;
1440 } 1434 }
1458 && (op->face && !faces [op->face].visibility)) 1452 && (op->face && !faces [op->face].visibility))
1459 { 1453 {
1460 object *last; 1454 object *last;
1461 1455
1462 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1464 break; 1458 break;
1465 1459
1466 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1467 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1468 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1541 */ 1535 */
1542 1536
1543 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1545 { 1539 {
1546 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1547 return 0; 1541 return 0;
1548 1542
1549 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1550 * walk on's. 1544 * walk on's.
1551 */ 1545 */
1552 for (object *tmp = op->more; tmp; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1553 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1554 return 0; 1548 return 0;
1555 } 1549 }
1556 1550
1557 return op; 1551 return op;
1558} 1552}
1559 1553
1560/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1561 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1562 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1563 */ 1557 */
1564void 1558void
1565replace_insert_ob_in_map (shstr_tmp archname, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1566{ 1560{
1598 if (!items // testing !items ensures we can drop at least one item 1592 if (!items // testing !items ensures we can drop at least one item
1599 || (items < m->max_items 1593 || (items < m->max_items
1600 && ms.volume () < m->max_volume)) 1594 && ms.volume () < m->max_volume))
1601 return true; 1595 return true;
1602 1596
1603 if (originator && originator->is_player ()) 1597 if (originator)
1604 originator->contr->failmsg (format ( 1598 originator->failmsgf (
1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1606 query_name () 1600 query_name ()
1607 )); 1601 );
1608 1602
1609 return false; 1603 return false;
1610} 1604}
1611 1605
1612/* 1606/*
1624 1618
1625 nr = min (nr, nrof); 1619 nr = min (nr, nrof);
1626 1620
1627 if (nrof > nr) 1621 if (nrof > nr)
1628 { 1622 {
1623 weight_t oweight = total_weight ();
1624
1629 nrof -= nr; 1625 nrof -= nr;
1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1631 1626
1632 if (object *pl = visible_to ()) 1627 if (object *pl = visible_to ())
1633 esrv_update_item (UPD_NROF, pl, this); 1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1634 1631
1635 return true; 1632 return true;
1636 } 1633 }
1637 else 1634 else
1638 { 1635 {
1692/* 1689/*
1693 * env->insert (op) 1690 * env->insert (op)
1694 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1695 * inside the object environment. 1692 * inside the object environment.
1696 * 1693 *
1697 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1698 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1699 */ 1696 */
1700object * 1697object *
1701object::insert (object *op) 1698object::insert (object *op)
1702{ 1699{
1713 if (op->nrof) 1710 if (op->nrof)
1714 for (object *tmp = inv; tmp; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1715 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1716 { 1713 {
1717 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1718 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1719 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1720 1721
1721 if (object *pl = tmp->visible_to ()) 1722 if (object *pl = tmp->visible_to ())
1722 esrv_update_item (UPD_NROF, pl, tmp); 1723 esrv_update_item (UPD_NROF, pl, tmp);
1723 1724
1724 adjust_weight (this, op->total_weight ()); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1725 1726
1726 op->destroy (); 1727 op->destroy ();
1727 op = tmp; 1728 op = tmp;
1728 goto inserted; 1729 goto inserted;
1729 } 1730 }
1745 op->flag [FLAG_REMOVED] = 0; 1746 op->flag [FLAG_REMOVED] = 0;
1746 1747
1747 if (object *pl = op->visible_to ()) 1748 if (object *pl = op->visible_to ())
1748 esrv_send_item (pl, op); 1749 esrv_send_item (pl, op);
1749 1750
1750 adjust_weight (this, op->total_weight ()); 1751 adjust_weight (this, 0, op->total_weight ());
1751 1752
1752inserted: 1753inserted:
1753 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1754 if (op->glow_radius && is_on_map ()) 1755 if (op->glow_radius && is_on_map ())
1755 { 1756 {
1784 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1785 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1786 * on top. 1787 * on top.
1787 */ 1788 */
1788int 1789int
1789check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1790{ 1791{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1792 if (op->flag [FLAG_NO_APPLY])
1792 return 0; 1793 return 0;
1793 1794
1794 object *tmp; 1795 object *tmp;
1795 maptile *m = op->map; 1796 maptile *m = op->map;
1796 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1818 */ 1819 */
1819 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1820 return 0; 1821 return 0;
1821 1822
1822 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1823 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1824 */ 1825 */
1825 for (object *next, *tmp = ms.top; tmp; tmp = next) 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1826 { 1827 {
1827 next = tmp->below; 1828 next = tmp->below;
1828 1829
1833 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1834 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1835 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1836 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1837 */ 1838 */
1838 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1839 { 1840 {
1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1842 { 1843 {
1843 float diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1853 1854
1854 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1855 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1856 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1857 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1858 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1859 1865
1860 if (op->destroyed ()) 1866 if (op->destroyed ())
1861 return 1; 1867 return 1;
1862 1868
1974void 1980void
1975flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1976{ 1982{
1977 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 { 1984 {
1979 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1980 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1981 } 1987 }
1982} 1988}
1983 1989
1984/* 1990/*
1987void 1993void
1988unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1989{ 1995{
1990 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1991 { 1997 {
1992 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1993 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1994 } 2000 }
1995} 2001}
1996 2002
1997/* 2003/*
2007 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
2008 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
2009 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
2010 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
2011 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
2012 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
2013 * customized, changed states, etc. 2019 * customized, changed states, etc.
2014 */ 2020 */
2015int 2021int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 2023{
2018 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2019 int index = 0, flag; 2025 int index = 0;
2020 2026
2021 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
2022 { 2028 {
2023 mapxy pos (m, x, y); pos.move (i); 2029 mapxy pos (m, x, y); pos.move (i);
2024 2030
2040 continue; 2046 continue;
2041 } 2047 }
2042 2048
2043 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
2044 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
2045 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
2046 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
2047 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
2048 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
2049 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2050 */ 2056 */
2080 */ 2086 */
2081int 2087int
2082find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2083{ 2089{
2084 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2085 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2086 return i; 2092 return i;
2087 2093
2088 return -1; 2094 return -1;
2089} 2095}
2090 2096
2101 2107
2102 while (--end) 2108 while (--end)
2103 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2104} 2110}
2105 2111
2106/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2107 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2108 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2109 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2110 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2111 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2136 * there is capable of. 2142 * there is capable of.
2137 */ 2143 */
2138int 2144int
2139find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2140{ 2146{
2141 int max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2142 MoveType move_type; 2148 MoveType move_type;
2143 2149
2144 if (exclude && exclude->head_ () != exclude) 2150 if (exclude && exclude->head_ () != exclude)
2145 { 2151 {
2146 exclude = exclude->head; 2152 exclude = exclude->head;
2187{ 2193{
2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2189} 2195}
2190 2196
2191/* 2197/*
2192 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2193 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2194 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2195 */ 2201 */
2196int 2202int
2197find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2198{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2199 int q; 2248 int q;
2200 2249
2201 if (y) 2250 if (y)
2202 q = x * 100 / y; 2251 q = 128 * x / y;
2203 else if (x) 2252 else if (x)
2204 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2205 else 2254 else
2206 return 0; 2255 return 0;
2207 2256
2208 if (y > 0) 2257 if (y > 0)
2209 { 2258 {
2210 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2211 return 3; 2264 return 3;
2212 if (q < -41) 2265 }
2213 return 2; 2266 else
2214 if (q < 41) 2267 {
2215 return 1; 2268 if (q < -309) return 3;
2216 if (q < 242) 2269 if (q < -52) return 2;
2217 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2218 return 7; 2273 return 7;
2219 } 2274 }
2220 2275#endif
2221 if (q < -242)
2222 return 7;
2223 if (q < -41)
2224 return 6;
2225 if (q < 41)
2226 return 5;
2227 if (q < 242)
2228 return 4;
2229
2230 return 3;
2231} 2276}
2232 2277
2233/* 2278/*
2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2235 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2236 */ 2281 */
2237int 2282int
2238dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2239{ 2284{
2240 int d;
2241
2242 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2243 if (d > 4)
2244 d = 8 - d;
2245 2286
2246 return d; 2287 return d > 4 ? 8 - d : d;
2247} 2288}
2248 2289
2249/* peterm: 2290/* peterm:
2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2251 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2320 int mflags; 2361 int mflags;
2321 2362
2322 if (dir < 0) 2363 if (dir < 0)
2323 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2324 2365
2325 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2326 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2327 2368
2328 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2329 2370
2330 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2331 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2357 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */ 2399 */
2359int 2400int
2360can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2361{ 2402{
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2365} 2406}
2407
2408//-GPL
2366 2409
2367/* 2410/*
2368 * create clone from object to another 2411 * create clone from object to another
2369 */ 2412 */
2370object * 2413object *
2401 return tmp; 2444 return tmp;
2402 2445
2403 return 0; 2446 return 0;
2404} 2447}
2405 2448
2449/* Zero the key_values on op, decrementing the shared-string
2450 * refcounts and freeing the links.
2451 */
2452void
2453key_values::clear ()
2454{
2455 for (key_value *kvp = first; kvp; )
2456 {
2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2406shstr_tmp 2465shstr_tmp
2407object::kv_get (shstr_tmp key) const 2466key_values::get (shstr_tmp key) const
2408{ 2467{
2409 for (key_value *kv = key_values; kv; kv = kv->next) 2468 for (key_value *kv = first; kv; kv = kv->next)
2410 if (kv->key == key) 2469 if (kv->key == key)
2411 return kv->value; 2470 return kv->value;
2412 2471
2413 return shstr (); 2472 return shstr ();
2414} 2473}
2415 2474
2416void 2475void
2476key_values::add (shstr_tmp key, shstr_tmp value)
2477{
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2417object::kv_set (shstr_tmp key, shstr_tmp value) 2488key_values::set (shstr_tmp key, shstr_tmp value)
2418{ 2489{
2419 for (key_value *kv = key_values; kv; kv = kv->next) 2490 for (key_value *kv = first; kv; kv = kv->next)
2420 if (kv->key == key) 2491 if (kv->key == key)
2421 { 2492 {
2422 kv->value = value; 2493 kv->value = value;
2423 return; 2494 return;
2424 } 2495 }
2425 2496
2426 key_value *kv = new key_value; 2497 add (key, value);
2427
2428 kv->next = key_values;
2429 kv->key = key;
2430 kv->value = value;
2431
2432 key_values = kv;
2433} 2498}
2434 2499
2435void 2500void
2436object::kv_del (shstr_tmp key) 2501key_values::del (shstr_tmp key)
2437{ 2502{
2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2439 if ((*kvp)->key == key) 2504 if ((*kvp)->key == key)
2440 { 2505 {
2441 key_value *kv = *kvp; 2506 key_value *kv = *kvp;
2442 *kvp = (*kvp)->next; 2507 *kvp = (*kvp)->next;
2443 delete kv; 2508 delete kv;
2444 return; 2509 return;
2445 } 2510 }
2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2520 {
2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2526
2527 first = prev;
2528}
2529
2530key_values &
2531key_values::operator =(const key_values &kv)
2532{
2533 clear ();
2534
2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2446} 2539}
2447 2540
2448object::depth_iterator::depth_iterator (object *container) 2541object::depth_iterator::depth_iterator (object *container)
2449: iterator_base (container) 2542: iterator_base (container)
2450{ 2543{
2533object::region () const 2626object::region () const
2534{ 2627{
2535 return map ? map->region (x, y) 2628 return map ? map->region (x, y)
2536 : region::default_region (); 2629 : region::default_region ();
2537} 2630}
2631
2632//+GPL
2538 2633
2539void 2634void
2540object::open_container (object *new_container) 2635object::open_container (object *new_container)
2541{ 2636{
2542 if (container == new_container) 2637 if (container == new_container)
2600 } 2695 }
2601// else if (!old_container->env && contr && contr->ns) 2696// else if (!old_container->env && contr && contr->ns)
2602// contr->ns->floorbox_reset (); 2697// contr->ns->floorbox_reset ();
2603} 2698}
2604 2699
2700//-GPL
2701
2702// prefetch some flat area around the player
2703static void
2704prefetch_surrounding_area (object *op, maptile *map, int range)
2705{
2706 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2707 op->x - range , op->y - range ,
2708 op->x + range + 1, op->y + range + 1);
2709 rect->m;
2710 ++rect)
2711 {
2712 rect->m->touch ();
2713 rect->m->activate ();
2714 }
2715}
2716
2717// prefetch a generous area around the player, also up and down
2718void
2719object::prefetch_surrounding_maps ()
2720{
2721 prefetch_surrounding_area (this, map, 40);
2722
2723 if (maptile *m = map->tile_available (TILE_DOWN))
2724 prefetch_surrounding_area (this, m, 20);
2725
2726 if (maptile *m = map->tile_available (TILE_UP))
2727 prefetch_surrounding_area (this, m, 20);
2728}
2729
2730//+GPL
2731
2605object * 2732object *
2606object::force_find (shstr_tmp name) 2733object::force_find (shstr_tmp name)
2607{ 2734{
2608 /* cycle through his inventory to look for the MARK we want to 2735 /* cycle through his inventory to look for the MARK we want to
2609 * place 2736 * place
2610 */ 2737 */
2611 for (object *tmp = inv; tmp; tmp = tmp->below) 2738 for (object *tmp = inv; tmp; tmp = tmp->below)
2612 if (tmp->type == FORCE && tmp->slaying == name) 2739 if (tmp->type == FORCE && tmp->slaying == name)
2613 return splay (tmp); 2740 return splay (tmp);
2614 2741
2615 return 0; 2742 return 0;
2616} 2743}
2617 2744
2618//-GPL
2619
2620void 2745void
2621object::force_set_timer (int duration) 2746object::force_set_timer (int duration)
2622{ 2747{
2623 this->duration = 1; 2748 this->duration = 1;
2624 this->speed_left = -1.f; 2749 this->speed_left = -1.f;
2630object::force_add (shstr_tmp name, int duration) 2755object::force_add (shstr_tmp name, int duration)
2631{ 2756{
2632 if (object *force = force_find (name)) 2757 if (object *force = force_find (name))
2633 force->destroy (); 2758 force->destroy ();
2634 2759
2635 object *force = get_archetype (FORCE_NAME); 2760 object *force = archetype::get (FORCE_NAME);
2636 2761
2637 force->slaying = name; 2762 force->slaying = name;
2638 force->force_set_timer (duration); 2763 force->force_set_timer (duration);
2639 force->flag [FLAG_APPLIED] = true; 2764 force->flag [FLAG_APPLIED] = true;
2640 2765
2709 } 2834 }
2710 else 2835 else
2711 move_type = mt; 2836 move_type = mt;
2712} 2837}
2713 2838
2839/* object should be a player.
2840 * we return the object the player has marked with the 'mark' command
2841 * below. If no match is found (or object has changed), we return
2842 * NULL. We leave it up to the calling function to print messages if
2843 * nothing is found.
2844 */
2845object *
2846object::mark () const
2847{
2848 if (contr && contr->mark && contr->mark->env == this)
2849 return contr->mark;
2850 else
2851 return 0;
2852}
2853
2854// put marked object first in the inventory
2855// this is used by identify-like spells so players can influence
2856// the order a bit.
2857void
2858object::splay_marked ()
2859{
2860 if (object *marked = mark ())
2861 splay (marked);
2862}
2863

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