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Comparing deliantra/server/common/object.C (file contents):
Revision 1.320 by root, Wed Apr 7 19:54:44 2010 UTC vs.
Revision 1.366 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <stdio.h> 27#include <stdio.h>
37uint32_t mapspace::smellcount = 10000; 38uint32_t mapspace::smellcount = 10000;
38 39
39objectvec objects; 40objectvec objects;
40activevec actives; 41activevec actives;
41 42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
42//+GPL 49//+GPL
43 50
44short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
45 0, 52 0,
46 0, 1, 1, 1, 0, -1, -1, -1, 53 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
49}; 56};
50short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
51 0, 58 0,
52 -1, -1, 0, 1, 1, 1, 0, -1, 59 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
55}; 62};
65 9, 10, 13, 14, 17, 18, 21, 22, 72 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, 73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68}; 75};
69 76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
70static void 96static void
71write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
72{ 98{
73 CALL_BEGIN (2); 99 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip)); 100 CALL_ARG_SV (newSVval64 (skip));
208 234
209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
210static bool 236static bool
211compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
212{ 238{
213 /* n-squared behaviour (see kv_get), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
214 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
215 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
216 */ 242 */
217 243
218 /* For each field in wants, */ 244 /* For each field in wants, */
219 for (key_value *kv = wants->key_values; kv; kv = kv->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
220 if (has->kv_get (kv->key) != kv->value) 246 if (has->kv.get (kv->key) != kv->value)
221 return false; 247 return false;
222 248
223 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
224 return true; 250 return true;
225} 251}
249 */ 275 */
250bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
251{ 277{
252 /* A couple quick sanity checks */ 278 /* A couple quick sanity checks */
253 if (ob1 == ob2 279 if (ob1 == ob2
254 || ob1->type != ob2->type 280 || ob1->type != ob2->type
255 || ob1->value != ob2->value 281 || ob1->value != ob2->value
256 || ob1->name != ob2->name 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) 284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
258 return 0; 285 return 0;
259 286
260 /* Do not merge objects if nrof would overflow, assume nrof 287 /* Do not merge objects if nrof would overflow, assume nrof
261 * is always 0 .. 2**31-1 */ 288 * is always 0 .. 2**31-1 */
266 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
267 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
268 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
269 * flags lose any meaning. 296 * flags lose any meaning.
270 */ 297 */
271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
272 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
273 300
274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
275 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
276 303
277 if (ob1->arch->archname != ob2->arch->archname 304 if (ob1->arch->archname != ob2->arch->archname
278 || ob1->name != ob2->name 305 || ob1->name != ob2->name
279 || ob1->title != ob2->title 306 || ob1->title != ob2->title
280 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
325 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
326 * if it is valid. 353 * if it is valid.
327 */ 354 */
328 } 355 }
329 356
330 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
331 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
332 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
333 */ 360 */
334 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
335 return 0; 362 return 0;
336 363
337 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
338 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
339 * check? 366 * check?
340 */ 367 */
341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
342 return 0; 369 return 0;
343 370
344 switch (ob1->type) 371 switch (ob1->type)
345 { 372 {
346 case SCROLL: 373 case SCROLL:
347 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
348 return 0; 375 return 0;
349 break; 376 break;
350 } 377 }
351 378
352 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
353 { 380 {
354 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
355 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
356 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
357 384
358 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
359 return 0; 386 return 0;
360 } 387 }
420 447
421 return 0; 448 return 0;
422} 449}
423 450
424// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
425static sint32 452static weight_t
426weight_adjust_for (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
427{ 454{
428 return op->type == CONTAINER 455 if (op->type == CONTAINER)
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
430 : weight;
431}
432 457
458 return weight;
459}
460
433/* 461/*
434 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
436 */ 464 */
437static void 465static void
438adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
439{ 467{
440 while (op) 468 while (op)
441 { 469 {
442 // adjust by actual difference to account for rounding errors 470 weight_t carrying = (weight_t)op->carrying
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 471 - weight_adjust_for (op, sub)
444 weight = weight_adjust_for (op, op->carrying) 472 + weight_adjust_for (op, add);
445 - weight_adjust_for (op, op->carrying - weight);
446 473
447 if (!weight) 474 sub = op->carrying;
448 return;
449
450 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
451 477
452 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily 479 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
455 481
463 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
464 */ 490 */
465void 491void
466object::update_weight () 492object::update_weight ()
467{ 493{
468 sint32 sum = 0; 494 weight_t sum = 0;
469 495
470 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
471 { 497 {
472 if (op->inv)
473 op->update_weight (); 498 op->update_weight ();
474 499
475 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
476 } 501 }
477
478 sum = weight_adjust_for (this, sum);
479 502
480 if (sum != carrying) 503 if (sum != carrying)
481 { 504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
482 carrying = sum; 509 carrying = sum;
483 510
484 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily 512 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return; 600 return;
574 } 601 }
575 602
576 this->owner = owner; 603 this->owner = owner;
577}
578
579/* Zero the key_values on op, decrementing the shared-string
580 * refcounts and freeing the links.
581 */
582static void
583free_key_values (object *op)
584{
585 for (key_value *i = op->key_values; i; )
586 {
587 key_value *next = i->next;
588 delete i;
589
590 i = next;
591 }
592
593 op->key_values = 0;
594} 604}
595 605
596/* 606/*
597 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
604void 614void
605object::copy_to (object *dst) 615object::copy_to (object *dst)
606{ 616{
607 dst->remove (); 617 dst->remove ();
608 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
619
620 // maybe move to object_copy?
621 dst->kv = kv;
622
609 dst->flag [FLAG_REMOVED] = true; 623 dst->flag [FLAG_REMOVED] = true;
610
611 /* Copy over key_values, if any. */
612 if (key_values)
613 {
614 key_value *tail = 0;
615 dst->key_values = 0;
616
617 for (key_value *i = key_values; i; i = i->next)
618 {
619 key_value *new_link = new key_value;
620
621 new_link->next = 0;
622 new_link->key = i->key;
623 new_link->value = i->value;
624
625 /* Try and be clever here, too. */
626 if (!dst->key_values)
627 {
628 dst->key_values = new_link;
629 tail = new_link;
630 }
631 else
632 {
633 tail->next = new_link;
634 tail = new_link;
635 }
636 }
637 }
638
639 dst->activate (); 624 dst->activate ();
640} 625}
641 626
642void 627void
643object::instantiate () 628object::instantiate ()
644{ 629{
645 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
646 uuid = UUID::gen (); 631 uuid = UUID::gen ();
647 632
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate 633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed) 634 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation 635 speed_left = - speed - rndm (); // TODO animation
651 else 636 else
652 speed_left = -1.; 637 speed_left = -1.;
653 638
654 /* copy the body_info to the body_used - this is only really 639 /* copy the body_info to the body_used - this is only really
655 * need for monsters, but doesn't hurt to do it for everything. 640 * need for monsters, but doesn't hurt to do it for everything.
656 * by doing so, when a monster is created, it has good starting 641 * by doing so, when a monster is created, it has good starting
657 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
658 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
659 */ 644 */
660 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
661 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
662 647
663 attachable::instantiate (); 648 attachable::instantiate ();
664} 649}
665 650
683 * be called to update the face variable, _and_ how it looks on the map. 668 * be called to update the face variable, _and_ how it looks on the map.
684 */ 669 */
685void 670void
686update_turn_face (object *op) 671update_turn_face (object *op)
687{ 672{
688 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 673 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
689 return; 674 return;
690 675
691 SET_ANIMATION (op, op->direction); 676 SET_ANIMATION (op, op->direction);
692 update_object (op, UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
693} 678}
754 } 739 }
755 740
756 mapspace &m = op->ms (); 741 mapspace &m = op->ms ();
757 742
758 if (!(m.flags_ & P_UPTODATE)) 743 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 744 m.update_up (); // nothing to do except copy up
760 else if (action == UP_OBJ_INSERT) 745 else if (action == UP_OBJ_INSERT)
761 { 746 {
762#if 0 747#if 0
763 // this is likely overkill, TODO: revisit (schmorp) 748 // this is likely overkill, TODO: revisit (schmorp)
764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 749 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 750 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
766 || (op->is_player () && !(m.flags_ & P_PLAYER)) 751 || (op->is_player () && !(m.flags_ & P_PLAYER))
767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 752 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 753 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
770 || (m.move_on | op->move_on ) != m.move_on 755 || (m.move_on | op->move_on ) != m.move_on
771 || (m.move_off | op->move_off ) != m.move_off 756 || (m.move_off | op->move_off ) != m.move_off
772 || (m.move_slow | op->move_slow) != m.move_slow 757 || (m.move_slow | op->move_slow) != m.move_slow
773 /* This isn't perfect, but I don't expect a lot of objects to 758 /* This isn't perfect, but I don't expect a lot of objects to
774 * have move_allow right now. 759 * have move_allow right now.
775 */ 760 */
776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 761 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 m.invalidate (); 762 m.invalidate ();
778#else 763#else
779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) 764 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
785 * that is being removed. 770 * that is being removed.
786 */ 771 */
787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 772 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
788 m.invalidate (); 773 m.invalidate ();
789 else if (action == UP_OBJ_FACE) 774 else if (action == UP_OBJ_FACE)
790 /* Nothing to do for that case */ ; 775 m.update_up (); // nothing to do for that case, except copy up
791 else 776 else
792 LOG (llevError, "update_object called with invalid action: %d\n", action); 777 LOG (llevError, "update_object called with invalid action: %d\n", action);
793 778
794 if (op->more) 779 if (op->more)
795 update_object (op->more, action); 780 update_object (op->more, action);
796} 781}
797 782
798object::object () 783object::object ()
799{ 784{
800 SET_FLAG (this, FLAG_REMOVED); 785 this->set_flag (FLAG_REMOVED);
801 786
802 //expmul = 1.0; declared const for the time being 787 //expmul = 1.0; declared const for the time being
803 face = blank_face; 788 face = blank_face;
804 material = MATERIAL_NULL; 789 material = MATERIAL_NULL;
805} 790}
806 791
807object::~object () 792object::~object ()
808{ 793{
809 unlink (); 794 unlink ();
810 795
811 free_key_values (this); 796 kv.clear ();
812} 797}
813
814static int object_count;
815 798
816void object::link () 799void object::link ()
817{ 800{
818 assert (!index);//D 801 assert (!index);//D
819 uuid = UUID::gen (); 802 uuid = UUID::gen ();
820 count = ++object_count;
821 803
822 refcnt_inc (); 804 refcnt_inc ();
823 objects.insert (this); 805 objects.insert (this);
806
807 ++create_count;
808
824} 809}
825 810
826void object::unlink () 811void object::unlink ()
827{ 812{
828 if (!index) 813 if (!index)
829 return; 814 return;
815
816 ++destroy_count;
830 817
831 objects.erase (this); 818 objects.erase (this);
832 refcnt_dec (); 819 refcnt_dec ();
833} 820}
834 821
857 op->activate_recursive (); 844 op->activate_recursive ();
858} 845}
859 846
860/* This function removes object 'op' from the list of active 847/* This function removes object 'op' from the list of active
861 * objects. 848 * objects.
862 * This should only be used for style maps or other such 849 * This should only be used for style maps or other such
863 * reference maps where you don't want an object that isn't 850 * reference maps where you don't want an object that isn't
864 * in play chewing up cpu time getting processed. 851 * in play chewing up cpu time getting processed.
865 * The reverse of this is to call update_ob_speed, which 852 * The reverse of this is to call update_ob_speed, which
866 * will do the right thing based on the speed of the object. 853 * will do the right thing based on the speed of the object.
867 */ 854 */
913 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
914 * drop on that space. 901 * drop on that space.
915 */ 902 */
916 if (!drop_to_ground 903 if (!drop_to_ground
917 || !map 904 || !map
918 || map->in_memory != MAP_ACTIVE 905 || !map->linkable ()
919 || map->no_drop 906 || map->no_drop
920 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
921 { 908 {
922 while (inv) 909 while (inv)
923 inv->destroy (); 910 inv->destroy ();
960 // then destroy 947 // then destroy
961 op->destroy (); 948 op->destroy ();
962 } 949 }
963} 950}
964 951
952void
953object::freelist_free (int count)
954{
955 while (count-- && freelist)
956 {
957 freelist_item *next = freelist->next;
958 // count is being "destroyed"
959
960 sfree ((char *)freelist, sizeof (object));
961
962 freelist = next;
963 --free_count;
964 }
965}
966
967object *
965object *object::create () 968object::create ()
966{ 969{
967 object *op = new object; 970 object *op;
971
972 if (freelist)
973 {
974 freelist_item li = *freelist;
975 memset (freelist, 0, sizeof (object));
976
977 op = new (freelist) object;
978 op->count = li.count;
979
980 freelist = li.next;
981 --free_count;
982 }
983 else
984 {
985 void *ni = salloc0<char> (sizeof (object));
986
987 op = new(ni) object;
988
989 op->count = ++object_count;
990 }
991
968 op->link (); 992 op->link ();
993
969 return op; 994 return op;
970} 995}
971 996
972static struct freed_map : maptile 997void
998object::do_delete ()
973{ 999{
974 freed_map () 1000 uint32_t count = this->count;
975 {
976 path = "<freed objects map>";
977 name = "/internal/freed_objects_map";
978 width = 3;
979 height = 3;
980 no_drop = 1;
981 no_reset = 1;
982 1001
983 alloc (); 1002 this->~object ();
984 in_memory = MAP_ACTIVE;
985 }
986 1003
987 ~freed_map () 1004 freelist_item *li = (freelist_item *)this;
988 { 1005 li->next = freelist;
989 destroy (); 1006 li->count = count;
990 } 1007
991} freed_map; // freed objects are moved here to avoid crashes 1008 freelist = li;
1009 ++free_count;
1010}
992 1011
993void 1012void
994object::do_destroy () 1013object::do_destroy ()
995{ 1014{
996 if (flag [FLAG_IS_LINKED]) 1015 if (flag [FLAG_IS_LINKED])
1070 flag [FLAG_REMOVED] = true; 1089 flag [FLAG_REMOVED] = true;
1071 1090
1072 if (more) 1091 if (more)
1073 more->remove (); 1092 more->remove ();
1074 1093
1075 /* 1094 /*
1076 * In this case, the object to be removed is in someones 1095 * In this case, the object to be removed is in someones
1077 * inventory. 1096 * inventory.
1078 */ 1097 */
1079 if (env) 1098 if (env)
1080 { 1099 {
1081 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1100 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1082 if (object *pl = visible_to ()) 1101 if (object *pl = visible_to ())
1083 esrv_del_item (pl->contr, count); 1102 esrv_del_item (pl->contr, count);
1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1103 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1085 1104
1086 adjust_weight (env, -total_weight ()); 1105 adjust_weight (env, total_weight (), 0);
1087 1106
1088 object *pl = in_player (); 1107 object *pl = in_player ();
1089 1108
1090 /* we set up values so that it could be inserted into 1109 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up 1110 * the map, but we don't actually do that - it is up
1105 1124
1106 if (pl && pl->is_player ()) 1125 if (pl && pl->is_player ())
1107 { 1126 {
1108 if (expect_false (pl->contr->combat_ob == this)) 1127 if (expect_false (pl->contr->combat_ob == this))
1109 { 1128 {
1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY); 1129 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1111 pl->contr->combat_ob = 0; 1130 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); 1131 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 } 1132 }
1114 1133
1115 if (expect_false (pl->contr->ranged_ob == this)) 1134 if (expect_false (pl->contr->ranged_ob == this))
1116 { 1135 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY); 1136 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1118 pl->contr->ranged_ob = 0; 1137 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); 1138 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 } 1139 }
1121 1140
1122 pl->contr->queue_stats_update (); 1141 pl->contr->queue_stats_update ();
1149 else if (pl->container_ () == this) 1168 else if (pl->container_ () == this)
1150 { 1169 {
1151 // removing a container should close it 1170 // removing a container should close it
1152 close_container (); 1171 close_container ();
1153 } 1172 }
1154 1173 else
1155 esrv_del_item (pl->contr, count); 1174 esrv_del_item (pl->contr, count);
1156 } 1175 }
1157 1176
1158 /* link the object above us */ 1177 /* link the object above us */
1159 // re-link, make sure compiler can easily use cmove 1178 // re-link, make sure compiler can easily use cmove
1160 *(above ? &above->below : &ms.top) = below; 1179 *(above ? &above->below : &ms.top) = below;
1162 1181
1163 above = 0; 1182 above = 0;
1164 below = 0; 1183 below = 0;
1165 1184
1166 ms.invalidate (); 1185 ms.invalidate ();
1167
1168 if (map->in_memory == MAP_SAVING)
1169 return;
1170 1186
1171 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1172 1188
1173 if (object *pl = ms.player ()) 1189 if (object *pl = ms.player ())
1174 { 1190 {
1309{ 1325{
1310 op->remove (); 1326 op->remove ();
1311 1327
1312 if (m == &freed_map)//D TODO: remove soon 1328 if (m == &freed_map)//D TODO: remove soon
1313 {//D 1329 {//D
1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1330 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1315 }//D 1331 }//D
1316 1332
1317 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1318 * of areas of callers (eg, anything that uses find_free_spot would now 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1319 * need extra work 1335 * need extra work
1346 // from here :/ 1362 // from here :/
1347 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1348 tmp->destroy (); 1364 tmp->destroy ();
1349 } 1365 }
1350 1366
1351 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1367 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1352 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 op->clr_flag (FLAG_INV_LOCKED);
1353 1369
1354 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1370 if (!op->flag [FLAG_ALIVE])
1355 CLEAR_FLAG (op, FLAG_NO_STEAL); 1371 op->clr_flag (FLAG_NO_STEAL);
1356 1372
1357 if (flag & INS_BELOW_ORIGINATOR) 1373 if (flag & INS_BELOW_ORIGINATOR)
1358 { 1374 {
1359 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1375 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1360 { 1376 {
1388 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1405 * Generally, we want to put the new object on top. But if
1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1391 * floor, we want to insert above that and no further. 1407 * floor, we want to insert above that and no further.
1392 * Also, if there are spell objects on this space, we stop processing 1408 * Also, if there are spell objects on this space, we stop processing
1393 * once we get to them. This reduces the need to traverse over all of 1409 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time 1410 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed 1411 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1397 */ 1413 */
1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1399 { 1415 {
1400 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1416 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1401 floor = tmp; 1417 floor = tmp;
1402 1418
1403 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1419 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1404 { 1420 {
1405 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1406 top = tmp->below; 1422 top = tmp->below;
1407 break; 1423 break;
1408 } 1424 }
1426 && (op->face && !faces [op->face].visibility)) 1442 && (op->face && !faces [op->face].visibility))
1427 { 1443 {
1428 object *last; 1444 object *last;
1429 1445
1430 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1431 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1432 break; 1448 break;
1433 1449
1434 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1451 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1509 */ 1525 */
1510 1526
1511 /* if this is not the head or flag has been passed, don't check walk on status */ 1527 /* if this is not the head or flag has been passed, don't check walk on status */
1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1513 { 1529 {
1514 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator, flag))
1515 return 0; 1531 return 0;
1516 1532
1517 /* If we are a multi part object, lets work our way through the check 1533 /* If we are a multi part object, let's work our way through the check
1518 * walk on's. 1534 * walk on's.
1519 */ 1535 */
1520 for (object *tmp = op->more; tmp; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1521 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator, flag))
1522 return 0; 1538 return 0;
1523 } 1539 }
1524 1540
1525 return op; 1541 return op;
1526} 1542}
1527 1543
1528/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1529 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1530 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1531 */ 1547 */
1532void 1548void
1533replace_insert_ob_in_map (shstr_tmp archname, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1534{ 1550{
1566 if (!items // testing !items ensures we can drop at least one item 1582 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items 1583 || (items < m->max_items
1568 && ms.volume () < m->max_volume)) 1584 && ms.volume () < m->max_volume))
1569 return true; 1585 return true;
1570 1586
1571 if (originator && originator->is_player ()) 1587 if (originator)
1572 originator->contr->failmsg (format ( 1588 originator->failmsgf (
1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1589 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1574 query_name () 1590 query_name ()
1575 )); 1591 );
1576 1592
1577 return false; 1593 return false;
1578} 1594}
1579 1595
1580/* 1596/*
1592 1608
1593 nr = min (nr, nrof); 1609 nr = min (nr, nrof);
1594 1610
1595 if (nrof > nr) 1611 if (nrof > nr)
1596 { 1612 {
1613 weight_t oweight = total_weight ();
1614
1597 nrof -= nr; 1615 nrof -= nr;
1598 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1599 1616
1600 if (object *pl = visible_to ()) 1617 if (object *pl = visible_to ())
1601 esrv_update_item (UPD_NROF, pl, this); 1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 adjust_weight (env, oweight, total_weight ());
1602 1621
1603 return true; 1622 return true;
1604 } 1623 }
1605 else 1624 else
1606 { 1625 {
1660/* 1679/*
1661 * env->insert (op) 1680 * env->insert (op)
1662 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1663 * inside the object environment. 1682 * inside the object environment.
1664 * 1683 *
1665 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1666 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1667 */ 1686 */
1668object * 1687object *
1669object::insert (object *op) 1688object::insert (object *op)
1670{ 1689{
1681 if (op->nrof) 1700 if (op->nrof)
1682 for (object *tmp = inv; tmp; tmp = tmp->below) 1701 for (object *tmp = inv; tmp; tmp = tmp->below)
1683 if (object::can_merge (tmp, op)) 1702 if (object::can_merge (tmp, op))
1684 { 1703 {
1685 /* return the original object and remove inserted object 1704 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1705 (client prefers the original object) */
1706
1707 // carrying must be 0 for mergable objects
1708 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1709
1687 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1688 1711
1689 if (object *pl = tmp->visible_to ()) 1712 if (object *pl = tmp->visible_to ())
1690 esrv_update_item (UPD_NROF, pl, tmp); 1713 esrv_update_item (UPD_NROF, pl, tmp);
1691 1714
1692 adjust_weight (this, op->total_weight ()); 1715 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1693 1716
1694 op->destroy (); 1717 op->destroy ();
1695 op = tmp; 1718 op = tmp;
1696 goto inserted; 1719 goto inserted;
1697 } 1720 }
1713 op->flag [FLAG_REMOVED] = 0; 1736 op->flag [FLAG_REMOVED] = 0;
1714 1737
1715 if (object *pl = op->visible_to ()) 1738 if (object *pl = op->visible_to ())
1716 esrv_send_item (pl, op); 1739 esrv_send_item (pl, op);
1717 1740
1718 adjust_weight (this, op->total_weight ()); 1741 adjust_weight (this, 0, op->total_weight ());
1719 1742
1720inserted: 1743inserted:
1721 /* reset the light list and los of the players on the map */ 1744 /* reset the light list and los of the players on the map */
1722 if (op->glow_radius && is_on_map ()) 1745 if (op->glow_radius && is_on_map ())
1723 { 1746 {
1752 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * MSW 2001-07-08: Check all objects on space, not just those below
1753 * object being inserted. insert_ob_in_map may not put new objects 1776 * object being inserted. insert_ob_in_map may not put new objects
1754 * on top. 1777 * on top.
1755 */ 1778 */
1756int 1779int
1757check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator, int flags)
1758{ 1781{
1759 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1782 if (op->flag [FLAG_NO_APPLY])
1760 return 0; 1783 return 0;
1761 1784
1762 object *tmp; 1785 object *tmp;
1763 maptile *m = op->map; 1786 maptile *m = op->map;
1764 int x = op->x, y = op->y; 1787 int x = op->x, y = op->y;
1786 */ 1809 */
1787 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1810 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1788 return 0; 1811 return 0;
1789 1812
1790 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1791 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1792 */ 1815 */
1793 for (object *next, *tmp = ms.top; tmp; tmp = next) 1816 for (object *next, *tmp = ms.top; tmp; tmp = next)
1794 { 1817 {
1795 next = tmp->below; 1818 next = tmp->below;
1796 1819
1801 * Second check makes sure that the movement types not being slowed 1824 * Second check makes sure that the movement types not being slowed
1802 * (~slow_move) is not blocked on this space - just because the 1825 * (~slow_move) is not blocked on this space - just because the
1803 * space doesn't slow down swimming (for example), if you can't actually 1826 * space doesn't slow down swimming (for example), if you can't actually
1804 * swim on that space, can't use it to avoid the penalty. 1827 * swim on that space, can't use it to avoid the penalty.
1805 */ 1828 */
1806 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1829 if (!op->flag [FLAG_WIZPASS])
1807 { 1830 {
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1831 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1832 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1833 {
1811 float diff = tmp->move_slow_penalty * fabs (op->speed); 1834 float diff = tmp->move_slow_penalty * fabs (op->speed);
1821 1844
1822 /* Basically same logic as above, except now for actual apply. */ 1845 /* Basically same logic as above, except now for actual apply. */
1823 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1846 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1824 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1847 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1825 { 1848 {
1849 if ((flags & INS_NO_AUTO_EXIT)
1850 && (tmp->type == EXIT || tmp->type == TELEPORTER
1851 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1852 continue;
1853
1826 move_apply (tmp, op, originator); 1854 move_apply (tmp, op, originator);
1827 1855
1828 if (op->destroyed ()) 1856 if (op->destroyed ())
1829 return 1; 1857 return 1;
1830 1858
1942void 1970void
1943flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
1944{ 1972{
1945 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 { 1974 {
1947 SET_FLAG (tmp, flag); 1975 tmp->set_flag (flag);
1948 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
1949 } 1977 }
1950} 1978}
1951 1979
1952/* 1980/*
1955void 1983void
1956unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
1957{ 1985{
1958 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1987 {
1960 CLEAR_FLAG (tmp, flag); 1988 tmp->clr_flag (flag);
1961 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
1962 } 1990 }
1963} 1991}
1964 1992
1965/* 1993/*
1975 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
1976 * necessary, so the caller shouldn't need to do any special work. 2004 * necessary, so the caller shouldn't need to do any special work.
1977 * Note - updated to take an object instead of archetype - this is necessary 2005 * Note - updated to take an object instead of archetype - this is necessary
1978 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
1979 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 2009 * customized, changed states, etc.
1982 */ 2010 */
1983int 2011int
1984find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1985{ 2013{
1986 int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
1987 int index = 0, flag; 2015 int index = 0;
1988 2016
1989 for (int i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
1990 { 2018 {
1991 mapxy pos (m, x, y); pos.move (i); 2019 mapxy pos (m, x, y); pos.move (i);
1992 2020
2008 continue; 2036 continue;
2009 } 2037 }
2010 2038
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2040 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2041 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2042 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2043 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
2018 */ 2046 */
2048 */ 2076 */
2049int 2077int
2050find_first_free_spot (const object *ob, maptile *m, int x, int y) 2078find_first_free_spot (const object *ob, maptile *m, int x, int y)
2051{ 2079{
2052 for (int i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2053 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2054 return i; 2082 return i;
2055 2083
2056 return -1; 2084 return -1;
2057} 2085}
2058 2086
2069 2097
2070 while (--end) 2098 while (--end)
2071 swap (arr [end], arr [rndm (end + 1)]); 2099 swap (arr [end], arr [rndm (end + 1)]);
2072} 2100}
2073 2101
2074/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2075 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2076 * the spaces to find monsters. In this way, it won't always look for 2104 * the spaces to find monsters. In this way, it won't always look for
2077 * monsters to the north first. However, the size of the array passed 2105 * monsters to the north first. However, the size of the array passed
2078 * covers all the spaces, so within that size, all the spaces within 2106 * covers all the spaces, so within that size, all the spaces within
2079 * the 3x3 area will be searched, just not in a predictable order. 2107 * the 3x3 area will be searched, just not in a predictable order.
2104 * there is capable of. 2132 * there is capable of.
2105 */ 2133 */
2106int 2134int
2107find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2108{ 2136{
2109 int max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE;
2110 MoveType move_type; 2138 MoveType move_type;
2111 2139
2112 if (exclude && exclude->head_ () != exclude) 2140 if (exclude && exclude->head_ () != exclude)
2113 { 2141 {
2114 exclude = exclude->head; 2142 exclude = exclude->head;
2155{ 2183{
2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2184 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2157} 2185}
2158 2186
2159/* 2187/*
2160 * find_dir_2(delta-x,delta-y) will return a direction in which 2188 * find_dir_2(delta-x,delta-y) will return a direction value
2161 * an object which has subtracted the x and y coordinates of another 2189 * for running into direct [dx, dy].
2162 * object, needs to travel toward it. 2190 * (the opposite of crossfire's find_dir_2!)
2163 */ 2191 */
2164int 2192int
2165find_dir_2 (int x, int y) 2193find_dir_2 (int x, int y)
2166{ 2194{
2195#if 1 // new algorithm
2196 // this works by putting x, y into 16 sectors, which
2197 // are not equal sized, but are a better approximation
2198 // then the old algorithm, and then using a mapping
2199 // table to map it into a direction value.
2200 // basically, it maps these comparisons to each bit
2201 // bit #3: x < 0
2202 // bit #2: y < 0
2203 // bit #1: x > y
2204 // bit #0: x > 2y
2205
2206 static const uint8 dir[16] = {
2207 4, 5, 4, 3,
2208 2, 1, 2, 3,
2209 6, 5, 6, 7,
2210 8, 1, 8, 7,
2211 };
2212 int sector = 0;
2213
2214 // this is a bit ugly, but more likely to result in branchless code
2215 sector |= x < 0 ? 8 : 0;
2216 x = x < 0 ? -x : x; // abs
2217
2218 sector |= y < 0 ? 4 : 0;
2219 y = y < 0 ? -y : y; // abs
2220
2221 if (x > y)
2222 {
2223 sector |= 2;
2224
2225 if (x > y * 2)
2226 sector |= 1;
2227 }
2228 else
2229 {
2230 if (y > x * 2)
2231 sector |= 1;
2232 else if (!y)
2233 return 0; // x == 0 here
2234 }
2235
2236 return dir [sector];
2237#else // old algorithm
2167 int q; 2238 int q;
2168 2239
2169 if (y) 2240 if (y)
2170 q = x * 100 / y; 2241 q = 128 * x / y;
2171 else if (x) 2242 else if (x)
2172 q = -300 * x; 2243 q = -512 * x; // to make it > 309
2173 else 2244 else
2174 return 0; 2245 return 0;
2175 2246
2176 if (y > 0) 2247 if (y > 0)
2177 { 2248 {
2178 if (q < -242) 2249 if (q < -309) return 7;
2250 if (q < -52) return 6;
2251 if (q < 52) return 5;
2252 if (q < 309) return 4;
2253
2179 return 3; 2254 return 3;
2180 if (q < -41) 2255 }
2181 return 2; 2256 else
2182 if (q < 41) 2257 {
2183 return 1; 2258 if (q < -309) return 3;
2184 if (q < 242) 2259 if (q < -52) return 2;
2185 return 8; 2260 if (q < 52) return 1;
2261 if (q < 309) return 8;
2262
2186 return 7; 2263 return 7;
2187 } 2264 }
2188 2265#endif
2189 if (q < -242)
2190 return 7;
2191 if (q < -41)
2192 return 6;
2193 if (q < 41)
2194 return 5;
2195 if (q < 242)
2196 return 4;
2197
2198 return 3;
2199} 2266}
2200 2267
2201/* 2268/*
2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2269 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2203 * between two directions (which are expected to be absolute (see absdir()) 2270 * between two directions (which are expected to be absolute (see absdir())
2204 */ 2271 */
2205int 2272int
2206dirdiff (int dir1, int dir2) 2273dirdiff (int dir1, int dir2)
2207{ 2274{
2208 int d;
2209
2210 d = abs (dir1 - dir2); 2275 int d = abs (dir1 - dir2);
2211 if (d > 4)
2212 d = 8 - d;
2213 2276
2214 return d; 2277 return d > 4 ? 8 - d : d;
2215} 2278}
2216 2279
2217/* peterm: 2280/* peterm:
2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2281 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2219 * Basically, this is a table of directions, and what directions 2282 * Basically, this is a table of directions, and what directions
2288 int mflags; 2351 int mflags;
2289 2352
2290 if (dir < 0) 2353 if (dir < 0)
2291 return 0; /* exit condition: invalid direction */ 2354 return 0; /* exit condition: invalid direction */
2292 2355
2293 dx = x + freearr_x[dir]; 2356 dx = x + DIRX (dir);
2294 dy = y + freearr_y[dir]; 2357 dy = y + DIRY (dir);
2295 2358
2296 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2297 2360
2298 /* This functional arguably was incorrect before - it was 2361 /* This functional arguably was incorrect before - it was
2299 * checking for P_WALL - that was basically seeing if 2362 * checking for P_WALL - that was basically seeing if
2325 * Add a check so we can't pick up invisible objects (0.93.8) 2388 * Add a check so we can't pick up invisible objects (0.93.8)
2326 */ 2389 */
2327int 2390int
2328can_pick (const object *who, const object *item) 2391can_pick (const object *who, const object *item)
2329{ 2392{
2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*who->flag [FLAG_WIZ]|| */
2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2332 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2395 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2333} 2396}
2397
2398//-GPL
2334 2399
2335/* 2400/*
2336 * create clone from object to another 2401 * create clone from object to another
2337 */ 2402 */
2338object * 2403object *
2369 return tmp; 2434 return tmp;
2370 2435
2371 return 0; 2436 return 0;
2372} 2437}
2373 2438
2439/* Zero the key_values on op, decrementing the shared-string
2440 * refcounts and freeing the links.
2441 */
2442void
2443key_values::clear ()
2444{
2445 for (key_value *kvp = first; kvp; )
2446 {
2447 key_value *next = kvp->next;
2448 delete kvp;
2449 kvp = next;
2450 }
2451
2452 first = 0;
2453}
2454
2374shstr_tmp 2455shstr_tmp
2375object::kv_get (shstr_tmp key) const 2456key_values::get (shstr_tmp key) const
2376{ 2457{
2377 for (key_value *kv = key_values; kv; kv = kv->next) 2458 for (key_value *kv = first; kv; kv = kv->next)
2378 if (kv->key == key) 2459 if (kv->key == key)
2379 return kv->value; 2460 return kv->value;
2380 2461
2381 return shstr (); 2462 return shstr ();
2382} 2463}
2383 2464
2384void 2465void
2466key_values::add (shstr_tmp key, shstr_tmp value)
2467{
2468 key_value *kv = new key_value;
2469
2470 kv->next = first;
2471 kv->key = key;
2472 kv->value = value;
2473
2474 first = kv;
2475}
2476
2477void
2385object::kv_set (shstr_tmp key, shstr_tmp value) 2478key_values::set (shstr_tmp key, shstr_tmp value)
2386{ 2479{
2387 for (key_value *kv = key_values; kv; kv = kv->next) 2480 for (key_value *kv = first; kv; kv = kv->next)
2388 if (kv->key == key) 2481 if (kv->key == key)
2389 { 2482 {
2390 kv->value = value; 2483 kv->value = value;
2391 return; 2484 return;
2392 } 2485 }
2393 2486
2394 key_value *kv = new key_value; 2487 add (key, value);
2395
2396 kv->next = key_values;
2397 kv->key = key;
2398 kv->value = value;
2399
2400 key_values = kv;
2401} 2488}
2402 2489
2403void 2490void
2404object::kv_del (shstr_tmp key) 2491key_values::del (shstr_tmp key)
2405{ 2492{
2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2493 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2407 if ((*kvp)->key == key) 2494 if ((*kvp)->key == key)
2408 { 2495 {
2409 key_value *kv = *kvp; 2496 key_value *kv = *kvp;
2410 *kvp = (*kvp)->next; 2497 *kvp = (*kvp)->next;
2411 delete kv; 2498 delete kv;
2412 return; 2499 return;
2413 } 2500 }
2501}
2502
2503void
2504key_values::reverse ()
2505{
2506 key_value *prev = 0;
2507 key_value *head = first;
2508
2509 while (head)
2510 {
2511 key_value *node = head;
2512 head = head->next;
2513 node->next = prev;
2514 prev = node;
2515 }
2516
2517 first = prev;
2518}
2519
2520key_values &
2521key_values::operator =(const key_values &kv)
2522{
2523 clear ();
2524
2525 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2526 add (kvp->key, kvp->value);
2527
2528 reverse ();
2414} 2529}
2415 2530
2416object::depth_iterator::depth_iterator (object *container) 2531object::depth_iterator::depth_iterator (object *container)
2417: iterator_base (container) 2532: iterator_base (container)
2418{ 2533{
2501object::region () const 2616object::region () const
2502{ 2617{
2503 return map ? map->region (x, y) 2618 return map ? map->region (x, y)
2504 : region::default_region (); 2619 : region::default_region ();
2505} 2620}
2621
2622//+GPL
2506 2623
2507void 2624void
2508object::open_container (object *new_container) 2625object::open_container (object *new_container)
2509{ 2626{
2510 if (container == new_container) 2627 if (container == new_container)
2568 } 2685 }
2569// else if (!old_container->env && contr && contr->ns) 2686// else if (!old_container->env && contr && contr->ns)
2570// contr->ns->floorbox_reset (); 2687// contr->ns->floorbox_reset ();
2571} 2688}
2572 2689
2690//-GPL
2691
2692// prefetch some flat area around the player
2693static void
2694prefetch_surrounding_area (object *op, maptile *map, int range)
2695{
2696 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2697 op->x - range , op->y - range ,
2698 op->x + range + 1, op->y + range + 1);
2699 rect->m;
2700 ++rect)
2701 {
2702 rect->m->touch ();
2703 rect->m->activate ();
2704 }
2705}
2706
2707// prefetch a generous area around the player, also up and down
2708void
2709object::prefetch_surrounding_maps ()
2710{
2711 prefetch_surrounding_area (this, map, 40);
2712
2713 if (maptile *m = map->tile_available (TILE_DOWN))
2714 prefetch_surrounding_area (this, m, 20);
2715
2716 if (maptile *m = map->tile_available (TILE_UP))
2717 prefetch_surrounding_area (this, m, 20);
2718}
2719
2720//+GPL
2721
2573object * 2722object *
2574object::force_find (shstr_tmp name) 2723object::force_find (shstr_tmp name)
2575{ 2724{
2576 /* cycle through his inventory to look for the MARK we want to 2725 /* cycle through his inventory to look for the MARK we want to
2577 * place 2726 * place
2578 */ 2727 */
2579 for (object *tmp = inv; tmp; tmp = tmp->below) 2728 for (object *tmp = inv; tmp; tmp = tmp->below)
2580 if (tmp->type == FORCE && tmp->slaying == name) 2729 if (tmp->type == FORCE && tmp->slaying == name)
2581 return splay (tmp); 2730 return splay (tmp);
2582 2731
2583 return 0; 2732 return 0;
2584} 2733}
2585 2734
2586//-GPL
2587
2588void 2735void
2589object::force_set_timer (int duration) 2736object::force_set_timer (int duration)
2590{ 2737{
2591 this->duration = 1; 2738 this->duration = 1;
2592 this->speed_left = -1.f; 2739 this->speed_left = -1.f;
2598object::force_add (shstr_tmp name, int duration) 2745object::force_add (shstr_tmp name, int duration)
2599{ 2746{
2600 if (object *force = force_find (name)) 2747 if (object *force = force_find (name))
2601 force->destroy (); 2748 force->destroy ();
2602 2749
2603 object *force = get_archetype (FORCE_NAME); 2750 object *force = archetype::get (FORCE_NAME);
2604 2751
2605 force->slaying = name; 2752 force->slaying = name;
2606 force->force_set_timer (duration); 2753 force->force_set_timer (duration);
2607 force->flag [FLAG_APPLIED] = true; 2754 force->flag [FLAG_APPLIED] = true;
2608 2755
2677 } 2824 }
2678 else 2825 else
2679 move_type = mt; 2826 move_type = mt;
2680} 2827}
2681 2828
2829/* object should be a player.
2830 * we return the object the player has marked with the 'mark' command
2831 * below. If no match is found (or object has changed), we return
2832 * NULL. We leave it up to the calling function to print messages if
2833 * nothing is found.
2834 */
2835object *
2836object::mark () const
2837{
2838 if (contr && contr->mark && contr->mark->env == this)
2839 return contr->mark;
2840 else
2841 return 0;
2842}
2843
2844// put marked object first in the inventory
2845// this is used by identify-like spells so players can influence
2846// the order a bit.
2847void
2848object::splay_marked ()
2849{
2850 if (object *marked = mark ())
2851 splay (marked);
2852}
2853

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