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Comparing deliantra/server/common/object.C (file contents):
Revision 1.317 by root, Fri Apr 2 03:41:24 2010 UTC vs.
Revision 1.344 by root, Sun May 1 13:18:23 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 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
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] = { 50short 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,
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
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 /* Note 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 uint32
426weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
427{ 453{
428 return op->type == CONTAINER 454 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
430 : weight; 456 : weight;
431} 457}
432 458
433/* 459/*
434 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
436 */ 462 */
437static void 463static void
438adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
439{ 465{
440 while (op) 466 while (op)
441 { 467 {
442 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446 469
447 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
448 return; 471 op->carrying += weight_adjust_for (op, add);
449
450 op->carrying += weight;
451 472
452 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
455 476
477 sub = ocarrying;
478 add = op->carrying;
479
456 op = op->env; 480 op = op->env;
457 } 481 }
458} 482}
459 483
460/* 484/*
467{ 491{
468 sint32 sum = 0; 492 sint32 sum = 0;
469 493
470 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
471 { 495 {
472 if (op->inv)
473 op->update_weight (); 496 op->update_weight ();
474 497
475 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
476 } 499 }
477
478 sum = weight_adjust_for (this, sum);
479 500
480 if (sum != carrying) 501 if (sum != carrying)
481 { 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
482 carrying = sum; 507 carrying = sum;
483 508
484 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this); 511 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 ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return; 598 return;
574 } 599 }
575 600
576 this->owner = owner; 601 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 (current_weapon && current_weapon->flag [FLAG_APPLIED])
603 {
604 manual_apply (this, current_weapon, AP_UNAPPLY);
605
606 if (current_weapon && !current_weapon->flag [FLAG_APPLIED])//D
607 LOG (llevError, "FATAL: did not clear current_weapon (%s)\n", current_weapon->debug_desc ());
608
609 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
610 return false;
611 }
612
613 current_weapon = 0;
614
615 if (ob && !ob->flag [FLAG_APPLIED])
616 {
617 manual_apply (this, ob, AP_APPLY);
618
619 if (ob->flag [FLAG_APPLIED])
620 current_weapon = ob;
621 else
622 return false;
623 }
624
625 return true;
626}
627
628/* Zero the key_values on op, decrementing the shared-string
629 * refcounts and freeing the links.
630 */
631static void
632free_key_values (object *op)
633{
634 for (key_value *i = op->key_values; i; )
635 {
636 key_value *next = i->next;
637 delete i;
638
639 i = next;
640 }
641
642 op->key_values = 0;
643} 602}
644 603
645/* 604/*
646 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
647 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
653void 612void
654object::copy_to (object *dst) 613object::copy_to (object *dst)
655{ 614{
656 dst->remove (); 615 dst->remove ();
657 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
658 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
659
660 /* Copy over key_values, if any. */
661 if (key_values)
662 {
663 key_value *tail = 0;
664 dst->key_values = 0;
665
666 for (key_value *i = key_values; i; i = i->next)
667 {
668 key_value *new_link = new key_value;
669
670 new_link->next = 0;
671 new_link->key = i->key;
672 new_link->value = i->value;
673
674 /* Try and be clever here, too. */
675 if (!dst->key_values)
676 {
677 dst->key_values = new_link;
678 tail = new_link;
679 }
680 else
681 {
682 tail->next = new_link;
683 tail = new_link;
684 }
685 }
686 }
687
688 dst->activate (); 622 dst->activate ();
689} 623}
690 624
691void 625void
692object::instantiate () 626object::instantiate ()
693{ 627{
694 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
695 uuid = UUID::gen (); 629 uuid = UUID::gen ();
696 630
697 // TODO: unclean state changes, should nt be done in copy_to AND instantiate 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
698 if (flag [FLAG_RANDOM_SPEED] && speed) 632 if (flag [FLAG_RANDOM_SPEED] && speed)
699 speed_left = - speed - rndm (); // TODO animation 633 speed_left = - speed - rndm (); // TODO animation
700 else 634 else
701 speed_left = -1.; 635 speed_left = -1.;
702 636
732 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
733 */ 667 */
734void 668void
735update_turn_face (object *op) 669update_turn_face (object *op)
736{ 670{
737 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
738 return; 672 return;
739 673
740 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
741 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
742} 676}
808 /* nop */; 742 /* nop */;
809 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
810 { 744 {
811#if 0 745#if 0
812 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
813 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
814 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
815 || (op->is_player () && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
816 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
817 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
818 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
819 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
820 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
821 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
822 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
823 * have move_allow right now. 757 * have move_allow right now.
844 update_object (op->more, action); 778 update_object (op->more, action);
845} 779}
846 780
847object::object () 781object::object ()
848{ 782{
849 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
850 784
851 //expmul = 1.0; declared const for the time being 785 //expmul = 1.0; declared const for the time being
852 face = blank_face; 786 face = blank_face;
853 material = MATERIAL_NULL; 787 material = MATERIAL_NULL;
854} 788}
855 789
856object::~object () 790object::~object ()
857{ 791{
858 unlink (); 792 unlink ();
859 793
860 free_key_values (this); 794 kv.clear ();
861} 795}
862
863static int object_count;
864 796
865void object::link () 797void object::link ()
866{ 798{
867 assert (!index);//D 799 assert (!index);//D
868 uuid = UUID::gen (); 800 uuid = UUID::gen ();
869 count = ++object_count;
870 801
871 refcnt_inc (); 802 refcnt_inc ();
872 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
873} 807}
874 808
875void object::unlink () 809void object::unlink ()
876{ 810{
877 if (!index) 811 if (!index)
878 return; 812 return;
813
814 ++destroy_count;
879 815
880 objects.erase (this); 816 objects.erase (this);
881 refcnt_dec (); 817 refcnt_dec ();
882} 818}
883 819
988 map->insert (op, x, y); 924 map->insert (op, x, y);
989 } 925 }
990 } 926 }
991} 927}
992 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
993object *object::create () 966object::create ()
994{ 967{
995 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
996 op->link (); 990 op->link ();
991
997 return op; 992 return op;
998} 993}
999 994
995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1000static struct freed_map : maptile 1010static struct freed_map : maptile
1001{ 1011{
1002 freed_map () 1012 freed_map ()
1013 : maptile (3, 3)
1003 { 1014 {
1004 path = "<freed objects map>"; 1015 path = "<freed objects map>";
1005 name = "/internal/freed_objects_map"; 1016 name = "/internal/freed_objects_map";
1006 width = 3;
1007 height = 3;
1008 no_drop = 1; 1017 no_drop = 1;
1009 no_reset = 1; 1018 no_reset = 1;
1010 1019
1011 alloc ();
1012 in_memory = MAP_ACTIVE; 1020 in_memory = MAP_ACTIVE;
1013 } 1021 }
1014 1022
1015 ~freed_map () 1023 ~freed_map ()
1016 { 1024 {
1067 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1068 head->destroy (); 1076 head->destroy ();
1069 return; 1077 return;
1070 } 1078 }
1071 1079
1072 destroy_inv (false); 1080 destroy_inv_fast ();
1073 1081
1074 if (is_head ()) 1082 if (is_head ())
1075 if (sound_destroy) 1083 if (sound_destroy)
1076 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1077 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1109 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1110 if (object *pl = visible_to ()) 1118 if (object *pl = visible_to ())
1111 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1112 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1113 1121
1114 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1115 1123
1116 object *pl = in_player (); 1124 object *pl = in_player ();
1117 1125
1118 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1119 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1133 1141
1134 if (pl && pl->is_player ()) 1142 if (pl && pl->is_player ())
1135 { 1143 {
1136 if (expect_false (pl->contr->combat_ob == this)) 1144 if (expect_false (pl->contr->combat_ob == this))
1137 { 1145 {
1138 pl->apply (pl->contr->combat_ob, AP_UNAPPLY); 1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1139 pl->contr->combat_ob = 0; 1147 pl->contr->combat_ob = 0;
1140 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); 1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1141 } 1149 }
1142 1150
1143 if (expect_false (pl->contr->ranged_ob == this)) 1151 if (expect_false (pl->contr->ranged_ob == this))
1144 { 1152 {
1145 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY); 1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1146 pl->contr->ranged_ob = 0; 1154 pl->contr->ranged_ob = 0;
1147 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); 1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1148 } 1156 }
1149 1157
1150 pl->contr->queue_stats_update (); 1158 pl->contr->queue_stats_update ();
1177 else if (pl->container_ () == this) 1185 else if (pl->container_ () == this)
1178 { 1186 {
1179 // removing a container should close it 1187 // removing a container should close it
1180 close_container (); 1188 close_container ();
1181 } 1189 }
1182 1190 else
1183 esrv_del_item (pl->contr, count); 1191 esrv_del_item (pl->contr, count);
1184 } 1192 }
1185 1193
1186 /* link the object above us */ 1194 /* link the object above us */
1187 // re-link, make sure compiler can easily use cmove 1195 // re-link, make sure compiler can easily use cmove
1188 *(above ? &above->below : &ms.top) = below; 1196 *(above ? &above->below : &ms.top) = below;
1374 // from here :/ 1382 // from here :/
1375 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1376 tmp->destroy (); 1384 tmp->destroy ();
1377 } 1385 }
1378 1386
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1387 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1381 1389
1382 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1383 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1384 1392
1385 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1386 { 1394 {
1387 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1388 { 1396 {
1423 * when lots of spells are cast in one area. Currently, it is presumed 1431 * when lots of spells are cast in one area. Currently, it is presumed
1424 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1425 */ 1433 */
1426 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1427 { 1435 {
1428 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1436 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1429 floor = tmp; 1437 floor = tmp;
1430 1438
1431 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1439 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1432 { 1440 {
1433 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1434 top = tmp->below; 1442 top = tmp->below;
1435 break; 1443 break;
1436 } 1444 }
1454 && (op->face && !faces [op->face].visibility)) 1462 && (op->face && !faces [op->face].visibility))
1455 { 1463 {
1456 object *last; 1464 object *last;
1457 1465
1458 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1459 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1460 break; 1468 break;
1461 1469
1462 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1463 * and make sure we have a below pointer for it so that 1471 * and make sure we have a below pointer for it so that
1464 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1537 */ 1545 */
1538 1546
1539 /* if this is not the head or flag has been passed, don't check walk on status */ 1547 /* if this is not the head or flag has been passed, don't check walk on status */
1540 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1541 { 1549 {
1542 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1543 return 0; 1551 return 0;
1544 1552
1545 /* If we are a multi part object, lets work our way through the check 1553 /* If we are a multi part object, let's work our way through the check
1546 * walk on's. 1554 * walk on's.
1547 */ 1555 */
1548 for (object *tmp = op->more; tmp; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1549 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1550 return 0; 1558 return 0;
1551 } 1559 }
1552 1560
1553 return op; 1561 return op;
1554} 1562}
1595 || (items < m->max_items 1603 || (items < m->max_items
1596 && ms.volume () < m->max_volume)) 1604 && ms.volume () < m->max_volume))
1597 return true; 1605 return true;
1598 1606
1599 if (originator && originator->is_player ()) 1607 if (originator && originator->is_player ())
1600 originator->contr->failmsg (format ( 1608 originator->contr->failmsgf (
1601 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1609 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1602 query_name () 1610 query_name ()
1603 )); 1611 );
1604 1612
1605 return false; 1613 return false;
1606} 1614}
1607 1615
1608/* 1616/*
1620 1628
1621 nr = min (nr, nrof); 1629 nr = min (nr, nrof);
1622 1630
1623 if (nrof > nr) 1631 if (nrof > nr)
1624 { 1632 {
1633 sint64 oweight = total_weight ();
1634
1625 nrof -= nr; 1635 nrof -= nr;
1626 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1627 1636
1628 if (object *pl = visible_to ()) 1637 if (object *pl = visible_to ())
1629 esrv_update_item (UPD_NROF, pl, this); 1638 esrv_update_item (UPD_NROF, pl, this);
1639
1640 adjust_weight (env, oweight, total_weight ());
1630 1641
1631 return true; 1642 return true;
1632 } 1643 }
1633 else 1644 else
1634 { 1645 {
1709 if (op->nrof) 1720 if (op->nrof)
1710 for (object *tmp = inv; tmp; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1711 if (object::can_merge (tmp, op)) 1722 if (object::can_merge (tmp, op))
1712 { 1723 {
1713 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1714 (client needs the original object) */ 1725 (client prefers the original object) */
1726
1727 // carring must be 0 for mergable objects
1728 sint64 oweight = tmp->weight * tmp->nrof;
1729
1715 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1716 1731
1717 if (object *pl = tmp->visible_to ()) 1732 if (object *pl = tmp->visible_to ())
1718 esrv_update_item (UPD_NROF, pl, tmp); 1733 esrv_update_item (UPD_NROF, pl, tmp);
1719 1734
1720 adjust_weight (this, op->total_weight ()); 1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1721 1736
1722 op->destroy (); 1737 op->destroy ();
1723 op = tmp; 1738 op = tmp;
1724 goto inserted; 1739 goto inserted;
1725 } 1740 }
1741 op->flag [FLAG_REMOVED] = 0; 1756 op->flag [FLAG_REMOVED] = 0;
1742 1757
1743 if (object *pl = op->visible_to ()) 1758 if (object *pl = op->visible_to ())
1744 esrv_send_item (pl, op); 1759 esrv_send_item (pl, op);
1745 1760
1746 adjust_weight (this, op->total_weight ()); 1761 adjust_weight (this, 0, op->total_weight ());
1747 1762
1748inserted: 1763inserted:
1749 /* reset the light list and los of the players on the map */ 1764 /* reset the light list and los of the players on the map */
1750 if (op->glow_radius && is_on_map ()) 1765 if (op->glow_radius && is_on_map ())
1751 { 1766 {
1780 * MSW 2001-07-08: Check all objects on space, not just those below 1795 * MSW 2001-07-08: Check all objects on space, not just those below
1781 * object being inserted. insert_ob_in_map may not put new objects 1796 * object being inserted. insert_ob_in_map may not put new objects
1782 * on top. 1797 * on top.
1783 */ 1798 */
1784int 1799int
1785check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1786{ 1801{
1787 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1802 if (op->flag [FLAG_NO_APPLY])
1788 return 0; 1803 return 0;
1789 1804
1790 object *tmp; 1805 object *tmp;
1791 maptile *m = op->map; 1806 maptile *m = op->map;
1792 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1829 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
1830 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
1831 * space doesn't slow down swimming (for example), if you can't actually 1846 * space doesn't slow down swimming (for example), if you can't actually
1832 * swim on that space, can't use it to avoid the penalty. 1847 * swim on that space, can't use it to avoid the penalty.
1833 */ 1848 */
1834 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
1835 { 1850 {
1836 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1838 { 1853 {
1839 float diff = tmp->move_slow_penalty * fabs (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1849 1864
1850 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
1851 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1852 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1867 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1853 { 1868 {
1869 if ((flags & INS_NO_AUTO_EXIT)
1870 && (tmp->type == EXIT || tmp->type == TELEPORTER
1871 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872 continue;
1873
1854 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
1855 1875
1856 if (op->destroyed ()) 1876 if (op->destroyed ())
1857 return 1; 1877 return 1;
1858 1878
1970void 1990void
1971flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
1972{ 1992{
1973 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1974 { 1994 {
1975 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
1976 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
1977 } 1997 }
1978} 1998}
1979 1999
1980/* 2000/*
1983void 2003void
1984unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
1985{ 2005{
1986 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1987 { 2007 {
1988 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
1989 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
1990 } 2010 }
1991} 2011}
1992 2012
1993/* 2013/*
2183{ 2203{
2184 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2204 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2185} 2205}
2186 2206
2187/* 2207/*
2188 * find_dir_2(delta-x,delta-y) will return a direction in which 2208 * find_dir_2(delta-x,delta-y) will return a direction value
2189 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2190 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2191 */ 2211 */
2192int 2212int
2193find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2194{ 2214{
2215#if 1 // new algorithm
2216 // this works by putting x, y into 16 sectors, which
2217 // are not equal sized, but are a better approximation
2218 // then the old algorithm, and then using a mapping
2219 // table to map it into a direction value.
2220 // basically, it maps these comparisons to each bit
2221 // bit #3: x < 0
2222 // bit #2: y < 0
2223 // bit #1: x > y
2224 // bit #0: x > 2y
2225
2226 static const uint8 dir[16] = {
2227 4, 5, 4, 3,
2228 2, 1, 2, 3,
2229 6, 5, 6, 7,
2230 8, 1, 8, 7,
2231 };
2232 int sector = 0;
2233
2234 // this is a bit ugly, but more likely to result in branchless code
2235 sector |= x < 0 ? 8 : 0;
2236 x = x < 0 ? -x : x; // abs
2237
2238 sector |= y < 0 ? 4 : 0;
2239 y = y < 0 ? -y : y; // abs
2240
2241 if (x > y)
2242 {
2243 sector |= 2;
2244
2245 if (x > y * 2)
2246 sector |= 1;
2247 }
2248 else
2249 {
2250 if (y > x * 2)
2251 sector |= 1;
2252 else if (!y)
2253 return 0; // x == 0 here
2254 }
2255
2256 return dir [sector];
2257#else // old algorithm
2195 int q; 2258 int q;
2196 2259
2197 if (y) 2260 if (y)
2198 q = x * 100 / y; 2261 q = 128 * x / y;
2199 else if (x) 2262 else if (x)
2200 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2201 else 2264 else
2202 return 0; 2265 return 0;
2203 2266
2204 if (y > 0) 2267 if (y > 0)
2205 { 2268 {
2206 if (q < -242) 2269 if (q < -309) return 7;
2270 if (q < -52) return 6;
2271 if (q < 52) return 5;
2272 if (q < 309) return 4;
2273
2207 return 3; 2274 return 3;
2208 if (q < -41) 2275 }
2209 return 2; 2276 else
2210 if (q < 41) 2277 {
2211 return 1; 2278 if (q < -309) return 3;
2212 if (q < 242) 2279 if (q < -52) return 2;
2213 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2214 return 7; 2283 return 7;
2215 } 2284 }
2216 2285#endif
2217 if (q < -242)
2218 return 7;
2219 if (q < -41)
2220 return 6;
2221 if (q < 41)
2222 return 5;
2223 if (q < 242)
2224 return 4;
2225
2226 return 3;
2227} 2286}
2228 2287
2229/* 2288/*
2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2231 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2232 */ 2291 */
2233int 2292int
2234dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2235{ 2294{
2236 int d;
2237
2238 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2239 if (d > 4)
2240 d = 8 - d;
2241 2296
2242 return d; 2297 return d > 4 ? 8 - d : d;
2243} 2298}
2244 2299
2245/* peterm: 2300/* peterm:
2246 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2301 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2247 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2353 * Add a check so we can't pick up invisible objects (0.93.8) 2408 * Add a check so we can't pick up invisible objects (0.93.8)
2354 */ 2409 */
2355int 2410int
2356can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2357{ 2412{
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2415 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2361} 2416}
2362 2417
2363/* 2418/*
2364 * create clone from object to another 2419 * create clone from object to another
2365 */ 2420 */
2397 return tmp; 2452 return tmp;
2398 2453
2399 return 0; 2454 return 0;
2400} 2455}
2401 2456
2457/* Zero the key_values on op, decrementing the shared-string
2458 * refcounts and freeing the links.
2459 */
2460void
2461key_values::clear ()
2462{
2463 for (key_value *kvp = first; kvp; )
2464 {
2465 key_value *next = kvp->next;
2466 delete kvp;
2467 kvp = next;
2468 }
2469
2470 first = 0;
2471}
2472
2402shstr_tmp 2473shstr_tmp
2403object::kv_get (shstr_tmp key) const 2474key_values::get (shstr_tmp key) const
2404{ 2475{
2405 for (key_value *kv = key_values; kv; kv = kv->next) 2476 for (key_value *kv = first; kv; kv = kv->next)
2406 if (kv->key == key) 2477 if (kv->key == key)
2407 return kv->value; 2478 return kv->value;
2408 2479
2409 return shstr (); 2480 return shstr ();
2410} 2481}
2411 2482
2412void 2483void
2484key_values::add (shstr_tmp key, shstr_tmp value)
2485{
2486 key_value *kv = new key_value;
2487
2488 kv->next = first;
2489 kv->key = key;
2490 kv->value = value;
2491
2492 first = kv;
2493}
2494
2495void
2413object::kv_set (shstr_tmp key, shstr_tmp value) 2496key_values::set (shstr_tmp key, shstr_tmp value)
2414{ 2497{
2415 for (key_value *kv = key_values; kv; kv = kv->next) 2498 for (key_value *kv = first; kv; kv = kv->next)
2416 if (kv->key == key) 2499 if (kv->key == key)
2417 { 2500 {
2418 kv->value = value; 2501 kv->value = value;
2419 return; 2502 return;
2420 } 2503 }
2421 2504
2422 key_value *kv = new key_value; 2505 add (key, value);
2423
2424 kv->next = key_values;
2425 kv->key = key;
2426 kv->value = value;
2427
2428 key_values = kv;
2429} 2506}
2430 2507
2431void 2508void
2432object::kv_del (shstr_tmp key) 2509key_values::del (shstr_tmp key)
2433{ 2510{
2434 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2435 if ((*kvp)->key == key) 2512 if ((*kvp)->key == key)
2436 { 2513 {
2437 key_value *kv = *kvp; 2514 key_value *kv = *kvp;
2438 *kvp = (*kvp)->next; 2515 *kvp = (*kvp)->next;
2439 delete kv; 2516 delete kv;
2440 return; 2517 return;
2441 } 2518 }
2519}
2520
2521void
2522key_values::reverse ()
2523{
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2528 {
2529 key_value *node = head;
2530 head = head->next;
2531 node->next = prev;
2532 prev = node;
2533 }
2534
2535 first = prev;
2536}
2537
2538key_values &
2539key_values::operator =(const key_values &kv)
2540{
2541 clear ();
2542
2543 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544 add (kvp->key, kvp->value);
2545
2546 reverse ();
2442} 2547}
2443 2548
2444object::depth_iterator::depth_iterator (object *container) 2549object::depth_iterator::depth_iterator (object *container)
2445: iterator_base (container) 2550: iterator_base (container)
2446{ 2551{
2705 } 2810 }
2706 else 2811 else
2707 move_type = mt; 2812 move_type = mt;
2708} 2813}
2709 2814
2815/* object should be a player.
2816 * we return the object the player has marked with the 'mark' command
2817 * below. If no match is found (or object has changed), we return
2818 * NULL. We leave it up to the calling function to print messages if
2819 * nothing is found.
2820 */
2821object *
2822object::mark () const
2823{
2824 if (contr && contr->mark && contr->mark->env == this)
2825 return contr->mark;
2826 else
2827 return 0;
2828}
2829
2830// put marked object first in the inventory
2831// this is used by identify-like spells so players can influence
2832// the order a bit.
2833void
2834object::splay_marked ()
2835{
2836 if (object *marked = mark ())
2837 splay (marked);
2838}
2839

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