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Comparing deliantra/server/common/object.C (file contents):
Revision 1.315 by root, Fri Mar 26 21:43:43 2010 UTC vs.
Revision 1.365 by root, Sat Nov 17 23:33:17 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <stdio.h> 26#include <stdio.h>
37uint32_t mapspace::smellcount = 10000; 37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41 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;
47
42//+GPL 48//+GPL
43 49
44short freearr_x[SIZEOFFREE] = { 50int freearr_x[SIZEOFFREE] = {
45 0, 51 0,
46 0, 1, 1, 1, 0, -1, -1, -1, 52 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, 53 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 54 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}; 55};
50short freearr_y[SIZEOFFREE] = { 56int freearr_y[SIZEOFFREE] = {
51 0, 57 0,
52 -1, -1, 0, 1, 1, 1, 0, -1, 58 -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, 59 -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 60 -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}; 61};
65 9, 10, 13, 14, 17, 18, 21, 22, 71 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, 72 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 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
68}; 74};
69 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
70static void 95static void
71write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
72{ 97{
73 CALL_BEGIN (2); 98 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
208 233
209/* 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. */
210static bool 235static bool
211compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
212{ 237{
213 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* 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 239 * objects with lists are rare, and lists stay short. If not, use a
215 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
216 */ 241 */
217 242
218 /* For each field in wants, */ 243 /* For each field in wants, */
219 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
220 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
221 return false; 246 return false;
222 247
223 /* 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. */
224 return true; 249 return true;
225} 250}
249 */ 274 */
250bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
251{ 276{
252 /* A couple quick sanity checks */ 277 /* A couple quick sanity checks */
253 if (ob1 == ob2 278 if (ob1 == ob2
254 || ob1->type != ob2->type 279 || ob1->type != ob2->type
255 || ob1->value != ob2->value 280 || ob1->value != ob2->value
256 || ob1->name != ob2->name 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) 283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
258 return 0; 284 return 0;
259 285
260 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
261 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
266 * 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
267 * 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
268 * 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
269 * flags lose any meaning. 295 * flags lose any meaning.
270 */ 296 */
271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
272 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
273 299
274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
275 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
276 302
277 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
278 || ob1->name != ob2->name 304 || ob1->name != ob2->name
279 || ob1->title != ob2->title 305 || ob1->title != ob2->title
280 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
325 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
326 * if it is valid. 352 * if it is valid.
327 */ 353 */
328 } 354 }
329 355
330 /* 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,
331 * 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
332 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
333 */ 359 */
334 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
335 return 0; 361 return 0;
336 362
337 /* Note sure why the following is the case - either the object has to 363 /* Not sure why the following is the case - either the object has to
338 * 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
339 * check? 365 * check?
340 */ 366 */
341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
342 return 0; 368 return 0;
343 369
344 switch (ob1->type) 370 switch (ob1->type)
345 { 371 {
346 case SCROLL: 372 case SCROLL:
347 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
348 return 0; 374 return 0;
349 break; 375 break;
350 } 376 }
351 377
352 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
353 { 379 {
354 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
355 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
356 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
357 383
358 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
359 return 0; 385 return 0;
360 } 386 }
420 446
421 return 0; 447 return 0;
422} 448}
423 449
424// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
425static sint32 451static weight_t
426weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, weight_t weight)
427{ 453{
428 return op->type == CONTAINER 454 if (op->type == CONTAINER)
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 weight -= weight * op->stats.Str / 100;
430 : weight;
431}
432 456
457 return weight;
458}
459
433/* 460/*
434 * adjust_weight(object, weight) adds the specified weight to an object, 461 * subtracts, then adds, the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying. 462 * and also updates how much the environment(s) is/are carrying.
436 */ 463 */
437static void 464static void
438adjust_weight (object *op, sint32 weight) 465adjust_weight (object *op, weight_t sub, weight_t add)
439{ 466{
440 while (op) 467 while (op)
441 { 468 {
442 // adjust by actual difference to account for rounding errors 469 weight_t carrying = (weight_t)op->carrying
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 470 - weight_adjust_for (op, sub)
444 weight = weight_adjust_for (op, op->carrying) 471 + weight_adjust_for (op, add);
445 - weight_adjust_for (op, op->carrying - weight);
446 472
447 if (!weight) 473 sub = op->carrying;
448 return;
449
450 op->carrying += weight; 474 op->carrying = carrying;
475 add = op->carrying;
451 476
452 if (object *pl = op->visible_to ()) 477 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily 478 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op); 479 esrv_update_item (UPD_WEIGHT, pl, op);
455 480
463 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
464 */ 489 */
465void 490void
466object::update_weight () 491object::update_weight ()
467{ 492{
468 sint32 sum = 0; 493 weight_t sum = 0;
469 494
470 for (object *op = inv; op; op = op->below) 495 for (object *op = inv; op; op = op->below)
471 { 496 {
472 if (op->inv)
473 op->update_weight (); 497 op->update_weight ();
474 498
475 sum += op->total_weight (); 499 sum += weight_adjust_for (this, op->total_weight ());
476 } 500 }
477
478 sum = weight_adjust_for (this, sum);
479 501
480 if (sum != carrying) 502 if (sum != carrying)
481 { 503 {
504 if (carrying != sum && carrying)//D
505 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
506 (long long)sum, (long long)carrying, debug_desc ());
507
482 carrying = sum; 508 carrying = sum;
483 509
484 if (object *pl = visible_to ()) 510 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily 511 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this); 512 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 ()); 598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return; 599 return;
574 } 600 }
575 601
576 this->owner = owner; 602 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 can wear 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} 603}
662 604
663/* 605/*
664 * copy_to first frees everything allocated by the dst object, 606 * copy_to first frees everything allocated by the dst object,
665 * and then copies the contents of itself into the second 607 * and then copies the contents of itself into the second
671void 613void
672object::copy_to (object *dst) 614object::copy_to (object *dst)
673{ 615{
674 dst->remove (); 616 dst->remove ();
675 *(object_copy *)dst = *this; 617 *(object_copy *)dst = *this;
618
619 // maybe move to object_copy?
620 dst->kv = kv;
621
676 dst->flag [FLAG_REMOVED] = true; 622 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 (); 623 dst->activate ();
707} 624}
708 625
709void 626void
710object::instantiate () 627object::instantiate ()
711{ 628{
712 if (!uuid.seq) // HACK 629 if (!uuid.seq) // HACK
713 uuid = UUID::gen (); 630 uuid = UUID::gen ();
714 631
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate 632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed) 633 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation 634 speed_left = - speed - rndm (); // TODO animation
718 else 635 else
719 speed_left = -1.; 636 speed_left = -1.;
720 637
721 /* copy the body_info to the body_used - this is only really 638 /* copy the body_info to the body_used - this is only really
722 * need for monsters, but doesn't hurt to do it for everything. 639 * need for monsters, but doesn't hurt to do it for everything.
723 * by doing so, when a monster is created, it has good starting 640 * by doing so, when a monster is created, it has good starting
724 * values for the body_used info, so when items are created 641 * values for the body_used info, so when items are created
725 * for it, they can be properly equipped. 642 * for it, they can be properly equipped.
726 */ 643 */
727 for (int i = NUM_BODY_LOCATIONS; i--; ) 644 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
728 slot[i].used = slot[i].info; 645 slot[i].used = slot[i].info;
729 646
730 attachable::instantiate (); 647 attachable::instantiate ();
731} 648}
732 649
750 * be called to update the face variable, _and_ how it looks on the map. 667 * be called to update the face variable, _and_ how it looks on the map.
751 */ 668 */
752void 669void
753update_turn_face (object *op) 670update_turn_face (object *op)
754{ 671{
755 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
756 return; 673 return;
757 674
758 SET_ANIMATION (op, op->direction); 675 SET_ANIMATION (op, op->direction);
759 update_object (op, UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
760} 677}
821 } 738 }
822 739
823 mapspace &m = op->ms (); 740 mapspace &m = op->ms ();
824 741
825 if (!(m.flags_ & P_UPTODATE)) 742 if (!(m.flags_ & P_UPTODATE))
826 /* nop */; 743 m.update_up (); // nothing to do except copy up
827 else if (action == UP_OBJ_INSERT) 744 else if (action == UP_OBJ_INSERT)
828 { 745 {
829#if 0 746#if 0
830 // this is likely overkill, TODO: revisit (schmorp) 747 // this is likely overkill, TODO: revisit (schmorp)
831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
833 || (op->is_player () && !(m.flags_ & P_PLAYER)) 750 || (op->is_player () && !(m.flags_ & P_PLAYER))
834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
837 || (m.move_on | op->move_on ) != m.move_on 754 || (m.move_on | op->move_on ) != m.move_on
838 || (m.move_off | op->move_off ) != m.move_off 755 || (m.move_off | op->move_off ) != m.move_off
839 || (m.move_slow | op->move_slow) != m.move_slow 756 || (m.move_slow | op->move_slow) != m.move_slow
840 /* This isn't perfect, but I don't expect a lot of objects to 757 /* This isn't perfect, but I don't expect a lot of objects to
841 * have move_allow right now. 758 * have move_allow right now.
842 */ 759 */
843 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
844 m.invalidate (); 761 m.invalidate ();
845#else 762#else
846 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) 763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
852 * that is being removed. 769 * that is being removed.
853 */ 770 */
854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
855 m.invalidate (); 772 m.invalidate ();
856 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
857 /* Nothing to do for that case */ ; 774 m.update_up (); // nothing to do for that case, except copy up
858 else 775 else
859 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
860 777
861 if (op->more) 778 if (op->more)
862 update_object (op->more, action); 779 update_object (op->more, action);
863} 780}
864 781
865object::object () 782object::object ()
866{ 783{
867 SET_FLAG (this, FLAG_REMOVED); 784 this->set_flag (FLAG_REMOVED);
868 785
869 //expmul = 1.0; declared const for the time being 786 //expmul = 1.0; declared const for the time being
870 face = blank_face; 787 face = blank_face;
871 material = MATERIAL_NULL; 788 material = MATERIAL_NULL;
872} 789}
873 790
874object::~object () 791object::~object ()
875{ 792{
876 unlink (); 793 unlink ();
877 794
878 free_key_values (this); 795 kv.clear ();
879} 796}
880
881static int object_count;
882 797
883void object::link () 798void object::link ()
884{ 799{
885 assert (!index);//D 800 assert (!index);//D
886 uuid = UUID::gen (); 801 uuid = UUID::gen ();
887 count = ++object_count;
888 802
889 refcnt_inc (); 803 refcnt_inc ();
890 objects.insert (this); 804 objects.insert (this);
805
806 ++create_count;
807
891} 808}
892 809
893void object::unlink () 810void object::unlink ()
894{ 811{
895 if (!index) 812 if (!index)
896 return; 813 return;
814
815 ++destroy_count;
897 816
898 objects.erase (this); 817 objects.erase (this);
899 refcnt_dec (); 818 refcnt_dec ();
900} 819}
901 820
924 op->activate_recursive (); 843 op->activate_recursive ();
925} 844}
926 845
927/* This function removes object 'op' from the list of active 846/* This function removes object 'op' from the list of active
928 * objects. 847 * objects.
929 * This should only be used for style maps or other such 848 * This should only be used for style maps or other such
930 * reference maps where you don't want an object that isn't 849 * reference maps where you don't want an object that isn't
931 * in play chewing up cpu time getting processed. 850 * in play chewing up cpu time getting processed.
932 * The reverse of this is to call update_ob_speed, which 851 * The reverse of this is to call update_ob_speed, which
933 * will do the right thing based on the speed of the object. 852 * will do the right thing based on the speed of the object.
934 */ 853 */
980 * if some form of movement is allowed, let objects 899 * if some form of movement is allowed, let objects
981 * drop on that space. 900 * drop on that space.
982 */ 901 */
983 if (!drop_to_ground 902 if (!drop_to_ground
984 || !map 903 || !map
985 || map->in_memory != MAP_ACTIVE 904 || !map->linkable ()
986 || map->no_drop 905 || map->no_drop
987 || ms ().move_block == MOVE_ALL) 906 || ms ().move_block == MOVE_ALL)
988 { 907 {
989 while (inv) 908 while (inv)
990 inv->destroy (); 909 inv->destroy ();
1006 map->insert (op, x, y); 925 map->insert (op, x, y);
1007 } 926 }
1008 } 927 }
1009} 928}
1010 929
930/*
931 * Remove and free all objects in the inventory of the given object.
932 * Unlike destroy_inv, this assumes the *this is destroyed as well
933 * well, so we can (and have to!) take shortcuts.
934 */
935void
936object::destroy_inv_fast ()
937{
938 while (object *op = inv)
939 {
940 // remove from object the fast way
941 op->flag [FLAG_REMOVED] = true;
942 op->env = 0;
943 if ((inv = inv->below))
944 inv->above = 0;
945
946 // then destroy
947 op->destroy ();
948 }
949}
950
951void
952object::freelist_free (int count)
953{
954 while (count-- && freelist)
955 {
956 freelist_item *next = freelist->next;
957 // count is being "destroyed"
958
959 sfree ((char *)freelist, sizeof (object));
960
961 freelist = next;
962 --free_count;
963 }
964}
965
966object *
1011object *object::create () 967object::create ()
1012{ 968{
1013 object *op = new object; 969 object *op;
970
971 if (freelist)
972 {
973 freelist_item li = *freelist;
974 memset (freelist, 0, sizeof (object));
975
976 op = new (freelist) object;
977 op->count = li.count;
978
979 freelist = li.next;
980 --free_count;
981 }
982 else
983 {
984 void *ni = salloc0<char> (sizeof (object));
985
986 op = new(ni) object;
987
988 op->count = ++object_count;
989 }
990
1014 op->link (); 991 op->link ();
992
1015 return op; 993 return op;
1016} 994}
1017 995
1018static struct freed_map : maptile 996void
997object::do_delete ()
1019{ 998{
1020 freed_map () 999 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 1000
1029 alloc (); 1001 this->~object ();
1030 in_memory = MAP_ACTIVE;
1031 }
1032 1002
1033 ~freed_map () 1003 freelist_item *li = (freelist_item *)this;
1034 { 1004 li->next = freelist;
1035 destroy (); 1005 li->count = count;
1036 } 1006
1037} freed_map; // freed objects are moved here to avoid crashes 1007 freelist = li;
1008 ++free_count;
1009}
1038 1010
1039void 1011void
1040object::do_destroy () 1012object::do_destroy ()
1041{ 1013{
1042 if (flag [FLAG_IS_LINKED]) 1014 if (flag [FLAG_IS_LINKED])
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1057 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy (); 1058 head->destroy ();
1087 return; 1059 return;
1088 } 1060 }
1089 1061
1090 destroy_inv (false); 1062 destroy_inv_fast ();
1091 1063
1092 if (is_head ()) 1064 if (is_head ())
1093 if (sound_destroy) 1065 if (sound_destroy)
1094 play_sound (sound_destroy); 1066 play_sound (sound_destroy);
1095 else if (flag [FLAG_MONSTER]) 1067 else if (flag [FLAG_MONSTER])
1116 flag [FLAG_REMOVED] = true; 1088 flag [FLAG_REMOVED] = true;
1117 1089
1118 if (more) 1090 if (more)
1119 more->remove (); 1091 more->remove ();
1120 1092
1121 /* 1093 /*
1122 * In this case, the object to be removed is in someones 1094 * In this case, the object to be removed is in someones
1123 * inventory. 1095 * inventory.
1124 */ 1096 */
1125 if (env) 1097 if (env)
1126 { 1098 {
1127 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1128 if (object *pl = visible_to ()) 1100 if (object *pl = visible_to ())
1129 esrv_del_item (pl->contr, count); 1101 esrv_del_item (pl->contr, count);
1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1131 1103
1132 adjust_weight (env, -total_weight ()); 1104 adjust_weight (env, total_weight (), 0);
1133 1105
1134 object *pl = in_player (); 1106 object *pl = in_player ();
1135 1107
1136 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up 1109 * the map, but we don't actually do that - it is up
1149 below = 0; 1121 below = 0;
1150 env = 0; 1122 env = 0;
1151 1123
1152 if (pl && pl->is_player ()) 1124 if (pl && pl->is_player ())
1153 { 1125 {
1126 if (expect_false (pl->contr->combat_ob == this))
1127 {
1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1129 pl->contr->combat_ob = 0;
1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1131 }
1132
1133 if (expect_false (pl->contr->ranged_ob == this))
1134 {
1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1136 pl->contr->ranged_ob = 0;
1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1138 }
1139
1154 pl->contr->queue_stats_update (); 1140 pl->contr->queue_stats_update ();
1155 1141
1156 if (glow_radius && pl->is_on_map ()) 1142 if (expect_false (glow_radius) && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y); 1143 update_all_los (pl->map, pl->x, pl->y);
1158 } 1144 }
1159 } 1145 }
1160 else if (map) 1146 else if (map)
1161 { 1147 {
1181 else if (pl->container_ () == this) 1167 else if (pl->container_ () == this)
1182 { 1168 {
1183 // removing a container should close it 1169 // removing a container should close it
1184 close_container (); 1170 close_container ();
1185 } 1171 }
1186 1172 else
1187 esrv_del_item (pl->contr, count); 1173 esrv_del_item (pl->contr, count);
1188 } 1174 }
1189 1175
1190 /* link the object above us */ 1176 /* link the object above us */
1191 // re-link, make sure compiler can easily use cmove 1177 // re-link, make sure compiler can easily use cmove
1192 *(above ? &above->below : &ms.top) = below; 1178 *(above ? &above->below : &ms.top) = below;
1194 1180
1195 above = 0; 1181 above = 0;
1196 below = 0; 1182 below = 0;
1197 1183
1198 ms.invalidate (); 1184 ms.invalidate ();
1199
1200 if (map->in_memory == MAP_SAVING)
1201 return;
1202 1185
1203 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 1187
1205 if (object *pl = ms.player ()) 1188 if (object *pl = ms.player ())
1206 { 1189 {
1341{ 1324{
1342 op->remove (); 1325 op->remove ();
1343 1326
1344 if (m == &freed_map)//D TODO: remove soon 1327 if (m == &freed_map)//D TODO: remove soon
1345 {//D 1328 {//D
1346 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1347 }//D 1330 }//D
1348 1331
1349 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* 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 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1351 * need extra work 1334 * need extra work
1378 // from here :/ 1361 // from here :/
1379 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1380 tmp->destroy (); 1363 tmp->destroy ();
1381 } 1364 }
1382 1365
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 op->clr_flag (FLAG_INV_LOCKED);
1385 1368
1386 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1369 if (!op->flag [FLAG_ALIVE])
1387 CLEAR_FLAG (op, FLAG_NO_STEAL); 1370 op->clr_flag (FLAG_NO_STEAL);
1388 1371
1389 if (flag & INS_BELOW_ORIGINATOR) 1372 if (flag & INS_BELOW_ORIGINATOR)
1390 { 1373 {
1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1374 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1392 { 1375 {
1420 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1421 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1422 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1423 * floor, we want to insert above that and no further. 1406 * floor, we want to insert above that and no further.
1424 * Also, if there are spell objects on this space, we stop processing 1407 * Also, if there are spell objects on this space, we stop processing
1425 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1426 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1427 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1428 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1429 */ 1412 */
1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1431 { 1414 {
1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1415 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1433 floor = tmp; 1416 floor = tmp;
1434 1417
1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1418 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1436 { 1419 {
1437 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1438 top = tmp->below; 1421 top = tmp->below;
1439 break; 1422 break;
1440 } 1423 }
1458 && (op->face && !faces [op->face].visibility)) 1441 && (op->face && !faces [op->face].visibility))
1459 { 1442 {
1460 object *last; 1443 object *last;
1461 1444
1462 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1464 break; 1447 break;
1465 1448
1466 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1467 * and make sure we have a below pointer for it so that 1450 * and make sure we have a below pointer for it so that
1468 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1541 */ 1524 */
1542 1525
1543 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1545 { 1528 {
1546 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator, flag))
1547 return 0; 1530 return 0;
1548 1531
1549 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, let's work our way through the check
1550 * walk on's. 1533 * walk on's.
1551 */ 1534 */
1552 for (object *tmp = op->more; tmp; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1553 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1554 return 0; 1537 return 0;
1555 } 1538 }
1556 1539
1557 return op; 1540 return op;
1558} 1541}
1559 1542
1560/* this function inserts an object in the map, but if it 1543/* 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. 1544 * 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. 1545 * op is the object to insert it under: supplies x and the map.
1563 */ 1546 */
1564void 1547void
1565replace_insert_ob_in_map (shstr_tmp archname, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1566{ 1549{
1598 if (!items // testing !items ensures we can drop at least one item 1581 if (!items // testing !items ensures we can drop at least one item
1599 || (items < m->max_items 1582 || (items < m->max_items
1600 && ms.volume () < m->max_volume)) 1583 && ms.volume () < m->max_volume))
1601 return true; 1584 return true;
1602 1585
1603 if (originator && originator->is_player ()) 1586 if (originator)
1604 originator->contr->failmsg (format ( 1587 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.>", 1588 "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 () 1589 query_name ()
1607 )); 1590 );
1608 1591
1609 return false; 1592 return false;
1610} 1593}
1611 1594
1612/* 1595/*
1624 1607
1625 nr = min (nr, nrof); 1608 nr = min (nr, nrof);
1626 1609
1627 if (nrof > nr) 1610 if (nrof > nr)
1628 { 1611 {
1612 weight_t oweight = total_weight ();
1613
1629 nrof -= nr; 1614 nrof -= nr;
1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1631 1615
1632 if (object *pl = visible_to ()) 1616 if (object *pl = visible_to ())
1633 esrv_update_item (UPD_NROF, pl, this); 1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 adjust_weight (env, oweight, total_weight ());
1634 1620
1635 return true; 1621 return true;
1636 } 1622 }
1637 else 1623 else
1638 { 1624 {
1692/* 1678/*
1693 * env->insert (op) 1679 * env->insert (op)
1694 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1695 * inside the object environment. 1681 * inside the object environment.
1696 * 1682 *
1697 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1698 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1699 */ 1685 */
1700object * 1686object *
1701object::insert (object *op) 1687object::insert (object *op)
1702{ 1688{
1713 if (op->nrof) 1699 if (op->nrof)
1714 for (object *tmp = inv; tmp; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1715 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1716 { 1702 {
1717 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1718 (client needs the original object) */ 1704 (client prefers the original object) */
1705
1706 // carrying must be 0 for mergable objects
1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1708
1719 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1720 1710
1721 if (object *pl = tmp->visible_to ()) 1711 if (object *pl = tmp->visible_to ())
1722 esrv_update_item (UPD_NROF, pl, tmp); 1712 esrv_update_item (UPD_NROF, pl, tmp);
1723 1713
1724 adjust_weight (this, op->total_weight ()); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1725 1715
1726 op->destroy (); 1716 op->destroy ();
1727 op = tmp; 1717 op = tmp;
1728 goto inserted; 1718 goto inserted;
1729 } 1719 }
1745 op->flag [FLAG_REMOVED] = 0; 1735 op->flag [FLAG_REMOVED] = 0;
1746 1736
1747 if (object *pl = op->visible_to ()) 1737 if (object *pl = op->visible_to ())
1748 esrv_send_item (pl, op); 1738 esrv_send_item (pl, op);
1749 1739
1750 adjust_weight (this, op->total_weight ()); 1740 adjust_weight (this, 0, op->total_weight ());
1751 1741
1752inserted: 1742inserted:
1753 /* reset the light list and los of the players on the map */ 1743 /* reset the light list and los of the players on the map */
1754 if (op->glow_radius && is_on_map ()) 1744 if (op->glow_radius && is_on_map ())
1755 { 1745 {
1784 * MSW 2001-07-08: Check all objects on space, not just those below 1774 * MSW 2001-07-08: Check all objects on space, not just those below
1785 * object being inserted. insert_ob_in_map may not put new objects 1775 * object being inserted. insert_ob_in_map may not put new objects
1786 * on top. 1776 * on top.
1787 */ 1777 */
1788int 1778int
1789check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
1790{ 1780{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1781 if (op->flag [FLAG_NO_APPLY])
1792 return 0; 1782 return 0;
1793 1783
1794 object *tmp; 1784 object *tmp;
1795 maptile *m = op->map; 1785 maptile *m = op->map;
1796 int x = op->x, y = op->y; 1786 int x = op->x, y = op->y;
1818 */ 1808 */
1819 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1809 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1820 return 0; 1810 return 0;
1821 1811
1822 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1823 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1824 */ 1814 */
1825 for (object *next, *tmp = ms.top; tmp; tmp = next) 1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1826 { 1816 {
1827 next = tmp->below; 1817 next = tmp->below;
1828 1818
1833 * Second check makes sure that the movement types not being slowed 1823 * Second check makes sure that the movement types not being slowed
1834 * (~slow_move) is not blocked on this space - just because the 1824 * (~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 1825 * 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. 1826 * swim on that space, can't use it to avoid the penalty.
1837 */ 1827 */
1838 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1828 if (!op->flag [FLAG_WIZPASS])
1839 { 1829 {
1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1830 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)) 1831 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1842 { 1832 {
1843 float diff = tmp->move_slow_penalty * fabs (op->speed); 1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1853 1843
1854 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
1855 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 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)) 1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1857 { 1847 {
1848 if ((flags & INS_NO_AUTO_EXIT)
1849 && (tmp->type == EXIT || tmp->type == TELEPORTER
1850 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1851 continue;
1852
1858 move_apply (tmp, op, originator); 1853 move_apply (tmp, op, originator);
1859 1854
1860 if (op->destroyed ()) 1855 if (op->destroyed ())
1861 return 1; 1856 return 1;
1862 1857
1974void 1969void
1975flag_inv (object *op, int flag) 1970flag_inv (object *op, int flag)
1976{ 1971{
1977 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 { 1973 {
1979 SET_FLAG (tmp, flag); 1974 tmp->set_flag (flag);
1980 flag_inv (tmp, flag); 1975 flag_inv (tmp, flag);
1981 } 1976 }
1982} 1977}
1983 1978
1984/* 1979/*
1987void 1982void
1988unflag_inv (object *op, int flag) 1983unflag_inv (object *op, int flag)
1989{ 1984{
1990 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1991 { 1986 {
1992 CLEAR_FLAG (tmp, flag); 1987 tmp->clr_flag (flag);
1993 unflag_inv (tmp, flag); 1988 unflag_inv (tmp, flag);
1994 } 1989 }
1995} 1990}
1996 1991
1997/* 1992/*
2007 * inform the caller. However, insert_ob_in_map will update as 2002 * inform the caller. However, insert_ob_in_map will update as
2008 * necessary, so the caller shouldn't need to do any special work. 2003 * necessary, so the caller shouldn't need to do any special work.
2009 * Note - updated to take an object instead of archetype - this is necessary 2004 * Note - updated to take an object instead of archetype - this is necessary
2010 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2011 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2012 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2013 * customized, changed states, etc. 2008 * customized, changed states, etc.
2014 */ 2009 */
2015int 2010int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 2012{
2018 int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
2019 int index = 0, flag; 2014 int index = 0;
2020 2015
2021 for (int i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2022 { 2017 {
2023 mapxy pos (m, x, y); pos.move (i); 2018 mapxy pos (m, x, y); pos.move (i);
2024 2019
2040 continue; 2035 continue;
2041 } 2036 }
2042 2037
2043 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
2044 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
2045 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
2046 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
2047 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
2048 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
2049 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
2050 */ 2045 */
2080 */ 2075 */
2081int 2076int
2082find_first_free_spot (const object *ob, maptile *m, int x, int y) 2077find_first_free_spot (const object *ob, maptile *m, int x, int y)
2083{ 2078{
2084 for (int i = 0; i < SIZEOFFREE; i++) 2079 for (int i = 0; i < SIZEOFFREE; i++)
2085 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2080 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2086 return i; 2081 return i;
2087 2082
2088 return -1; 2083 return -1;
2089} 2084}
2090 2085
2101 2096
2102 while (--end) 2097 while (--end)
2103 swap (arr [end], arr [rndm (end + 1)]); 2098 swap (arr [end], arr [rndm (end + 1)]);
2104} 2099}
2105 2100
2106/* new function to make monster searching more efficient, and effective! 2101/* new function to make monster searching more efficient, and effective!
2107 * This basically returns a randomized array (in the passed pointer) of 2102 * 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 2103 * 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 2104 * 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 2105 * 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. 2106 * the 3x3 area will be searched, just not in a predictable order.
2136 * there is capable of. 2131 * there is capable of.
2137 */ 2132 */
2138int 2133int
2139find_dir (maptile *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2140{ 2135{
2141 int max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2142 MoveType move_type; 2137 MoveType move_type;
2143 2138
2144 if (exclude && exclude->head_ () != exclude) 2139 if (exclude && exclude->head_ () != exclude)
2145 { 2140 {
2146 exclude = exclude->head; 2141 exclude = exclude->head;
2187{ 2182{
2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2189} 2184}
2190 2185
2191/* 2186/*
2192 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction value
2193 * an object which has subtracted the x and y coordinates of another 2188 * for running into direct [dx, dy].
2194 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2195 */ 2190 */
2196int 2191int
2197find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2198{ 2193{
2194#if 1 // new algorithm
2195 // this works by putting x, y into 16 sectors, which
2196 // are not equal sized, but are a better approximation
2197 // then the old algorithm, and then using a mapping
2198 // table to map it into a direction value.
2199 // basically, it maps these comparisons to each bit
2200 // bit #3: x < 0
2201 // bit #2: y < 0
2202 // bit #1: x > y
2203 // bit #0: x > 2y
2204
2205 static const uint8 dir[16] = {
2206 4, 5, 4, 3,
2207 2, 1, 2, 3,
2208 6, 5, 6, 7,
2209 8, 1, 8, 7,
2210 };
2211 int sector = 0;
2212
2213 // this is a bit ugly, but more likely to result in branchless code
2214 sector |= x < 0 ? 8 : 0;
2215 x = x < 0 ? -x : x; // abs
2216
2217 sector |= y < 0 ? 4 : 0;
2218 y = y < 0 ? -y : y; // abs
2219
2220 if (x > y)
2221 {
2222 sector |= 2;
2223
2224 if (x > y * 2)
2225 sector |= 1;
2226 }
2227 else
2228 {
2229 if (y > x * 2)
2230 sector |= 1;
2231 else if (!y)
2232 return 0; // x == 0 here
2233 }
2234
2235 return dir [sector];
2236#else // old algorithm
2199 int q; 2237 int q;
2200 2238
2201 if (y) 2239 if (y)
2202 q = x * 100 / y; 2240 q = 128 * x / y;
2203 else if (x) 2241 else if (x)
2204 q = -300 * x; 2242 q = -512 * x; // to make it > 309
2205 else 2243 else
2206 return 0; 2244 return 0;
2207 2245
2208 if (y > 0) 2246 if (y > 0)
2209 { 2247 {
2210 if (q < -242) 2248 if (q < -309) return 7;
2249 if (q < -52) return 6;
2250 if (q < 52) return 5;
2251 if (q < 309) return 4;
2252
2211 return 3; 2253 return 3;
2212 if (q < -41) 2254 }
2213 return 2; 2255 else
2214 if (q < 41) 2256 {
2215 return 1; 2257 if (q < -309) return 3;
2216 if (q < 242) 2258 if (q < -52) return 2;
2217 return 8; 2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2218 return 7; 2262 return 7;
2219 } 2263 }
2220 2264#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} 2265}
2232 2266
2233/* 2267/*
2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2235 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2236 */ 2270 */
2237int 2271int
2238dirdiff (int dir1, int dir2) 2272dirdiff (int dir1, int dir2)
2239{ 2273{
2240 int d;
2241
2242 d = abs (dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2243 if (d > 4)
2244 d = 8 - d;
2245 2275
2246 return d; 2276 return d > 4 ? 8 - d : d;
2247} 2277}
2248 2278
2249/* peterm: 2279/* peterm:
2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2280 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2251 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2320 int mflags; 2350 int mflags;
2321 2351
2322 if (dir < 0) 2352 if (dir < 0)
2323 return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2324 2354
2325 dx = x + freearr_x[dir]; 2355 dx = x + DIRX (dir);
2326 dy = y + freearr_y[dir]; 2356 dy = y + DIRY (dir);
2327 2357
2328 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2358 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2329 2359
2330 /* This functional arguably was incorrect before - it was 2360 /* This functional arguably was incorrect before - it was
2331 * checking for P_WALL - that was basically seeing if 2361 * checking for P_WALL - that was basically seeing if
2357 * Add a check so we can't pick up invisible objects (0.93.8) 2387 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */ 2388 */
2359int 2389int
2360can_pick (const object *who, const object *item) 2390can_pick (const object *who, const object *item)
2361{ 2391{
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2365} 2395}
2396
2397//-GPL
2366 2398
2367/* 2399/*
2368 * create clone from object to another 2400 * create clone from object to another
2369 */ 2401 */
2370object * 2402object *
2401 return tmp; 2433 return tmp;
2402 2434
2403 return 0; 2435 return 0;
2404} 2436}
2405 2437
2438/* Zero the key_values on op, decrementing the shared-string
2439 * refcounts and freeing the links.
2440 */
2441void
2442key_values::clear ()
2443{
2444 for (key_value *kvp = first; kvp; )
2445 {
2446 key_value *next = kvp->next;
2447 delete kvp;
2448 kvp = next;
2449 }
2450
2451 first = 0;
2452}
2453
2406shstr_tmp 2454shstr_tmp
2407object::kv_get (shstr_tmp key) const 2455key_values::get (shstr_tmp key) const
2408{ 2456{
2409 for (key_value *kv = key_values; kv; kv = kv->next) 2457 for (key_value *kv = first; kv; kv = kv->next)
2410 if (kv->key == key) 2458 if (kv->key == key)
2411 return kv->value; 2459 return kv->value;
2412 2460
2413 return shstr (); 2461 return shstr ();
2414} 2462}
2415 2463
2416void 2464void
2465key_values::add (shstr_tmp key, shstr_tmp value)
2466{
2467 key_value *kv = new key_value;
2468
2469 kv->next = first;
2470 kv->key = key;
2471 kv->value = value;
2472
2473 first = kv;
2474}
2475
2476void
2417object::kv_set (shstr_tmp key, shstr_tmp value) 2477key_values::set (shstr_tmp key, shstr_tmp value)
2418{ 2478{
2419 for (key_value *kv = key_values; kv; kv = kv->next) 2479 for (key_value *kv = first; kv; kv = kv->next)
2420 if (kv->key == key) 2480 if (kv->key == key)
2421 { 2481 {
2422 kv->value = value; 2482 kv->value = value;
2423 return; 2483 return;
2424 } 2484 }
2425 2485
2426 key_value *kv = new key_value; 2486 add (key, value);
2427
2428 kv->next = key_values;
2429 kv->key = key;
2430 kv->value = value;
2431
2432 key_values = kv;
2433} 2487}
2434 2488
2435void 2489void
2436object::kv_del (shstr_tmp key) 2490key_values::del (shstr_tmp key)
2437{ 2491{
2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2439 if ((*kvp)->key == key) 2493 if ((*kvp)->key == key)
2440 { 2494 {
2441 key_value *kv = *kvp; 2495 key_value *kv = *kvp;
2442 *kvp = (*kvp)->next; 2496 *kvp = (*kvp)->next;
2443 delete kv; 2497 delete kv;
2444 return; 2498 return;
2445 } 2499 }
2500}
2501
2502void
2503key_values::reverse ()
2504{
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2509 {
2510 key_value *node = head;
2511 head = head->next;
2512 node->next = prev;
2513 prev = node;
2514 }
2515
2516 first = prev;
2517}
2518
2519key_values &
2520key_values::operator =(const key_values &kv)
2521{
2522 clear ();
2523
2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value);
2526
2527 reverse ();
2446} 2528}
2447 2529
2448object::depth_iterator::depth_iterator (object *container) 2530object::depth_iterator::depth_iterator (object *container)
2449: iterator_base (container) 2531: iterator_base (container)
2450{ 2532{
2533object::region () const 2615object::region () const
2534{ 2616{
2535 return map ? map->region (x, y) 2617 return map ? map->region (x, y)
2536 : region::default_region (); 2618 : region::default_region ();
2537} 2619}
2620
2621//+GPL
2538 2622
2539void 2623void
2540object::open_container (object *new_container) 2624object::open_container (object *new_container)
2541{ 2625{
2542 if (container == new_container) 2626 if (container == new_container)
2600 } 2684 }
2601// else if (!old_container->env && contr && contr->ns) 2685// else if (!old_container->env && contr && contr->ns)
2602// contr->ns->floorbox_reset (); 2686// contr->ns->floorbox_reset ();
2603} 2687}
2604 2688
2689//-GPL
2690
2691// prefetch some flat area around the player
2692static void
2693prefetch_surrounding_area (object *op, maptile *map, int range)
2694{
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2700 {
2701 rect->m->touch ();
2702 rect->m->activate ();
2703 }
2704}
2705
2706// prefetch a generous area around the player, also up and down
2707void
2708object::prefetch_surrounding_maps ()
2709{
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717}
2718
2719//+GPL
2720
2605object * 2721object *
2606object::force_find (shstr_tmp name) 2722object::force_find (shstr_tmp name)
2607{ 2723{
2608 /* cycle through his inventory to look for the MARK we want to 2724 /* cycle through his inventory to look for the MARK we want to
2609 * place 2725 * place
2610 */ 2726 */
2611 for (object *tmp = inv; tmp; tmp = tmp->below) 2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2612 if (tmp->type == FORCE && tmp->slaying == name) 2728 if (tmp->type == FORCE && tmp->slaying == name)
2613 return splay (tmp); 2729 return splay (tmp);
2614 2730
2615 return 0; 2731 return 0;
2616} 2732}
2617 2733
2618//-GPL
2619
2620void 2734void
2621object::force_set_timer (int duration) 2735object::force_set_timer (int duration)
2622{ 2736{
2623 this->duration = 1; 2737 this->duration = 1;
2624 this->speed_left = -1.f; 2738 this->speed_left = -1.f;
2630object::force_add (shstr_tmp name, int duration) 2744object::force_add (shstr_tmp name, int duration)
2631{ 2745{
2632 if (object *force = force_find (name)) 2746 if (object *force = force_find (name))
2633 force->destroy (); 2747 force->destroy ();
2634 2748
2635 object *force = get_archetype (FORCE_NAME); 2749 object *force = archetype::get (FORCE_NAME);
2636 2750
2637 force->slaying = name; 2751 force->slaying = name;
2638 force->force_set_timer (duration); 2752 force->force_set_timer (duration);
2639 force->flag [FLAG_APPLIED] = true; 2753 force->flag [FLAG_APPLIED] = true;
2640 2754
2709 } 2823 }
2710 else 2824 else
2711 move_type = mt; 2825 move_type = mt;
2712} 2826}
2713 2827
2828/* object should be a player.
2829 * we return the object the player has marked with the 'mark' command
2830 * below. If no match is found (or object has changed), we return
2831 * NULL. We leave it up to the calling function to print messages if
2832 * nothing is found.
2833 */
2834object *
2835object::mark () const
2836{
2837 if (contr && contr->mark && contr->mark->env == this)
2838 return contr->mark;
2839 else
2840 return 0;
2841}
2842
2843// put marked object first in the inventory
2844// this is used by identify-like spells so players can influence
2845// the order a bit.
2846void
2847object::splay_marked ()
2848{
2849 if (object *marked = mark ())
2850 splay (marked);
2851}
2852

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