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Comparing deliantra/server/common/object.C (file contents):
Revision 1.325 by root, Wed Apr 14 21:36:31 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>
45uint32_t object::create_count; 46uint32_t object::create_count;
46uint32_t object::destroy_count; 47uint32_t object::destroy_count;
47 48
48//+GPL 49//+GPL
49 50
50short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
51 0, 52 0,
52 0, 1, 1, 1, 0, -1, -1, -1, 53 0, 1, 1, 1, 0, -1, -1, -1,
53 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,
54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
55}; 56};
56short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
57 0, 58 0,
58 -1, -1, 0, 1, 1, 1, 0, -1, 59 -1, -1, 0, 1, 1, 1, 0, -1,
59 -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,
60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
61}; 62};
71 9, 10, 13, 14, 17, 18, 21, 22, 72 9, 10, 13, 14, 17, 18, 21, 22,
72 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,
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 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
74}; 75};
75 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
76static void 96static void
77write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
78{ 98{
79 CALL_BEGIN (2); 99 CALL_BEGIN (2);
80 CALL_ARG_SV (newSVval64 (skip)); 100 CALL_ARG_SV (newSVval64 (skip));
214 234
215/* 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. */
216static bool 236static bool
217compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
218{ 238{
219 /* n-squared behaviour (see kv_get), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
220 * 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
221 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
222 */ 242 */
223 243
224 /* For each field in wants, */ 244 /* For each field in wants, */
225 for (key_value *kv = wants->key_values; kv; kv = kv->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
226 if (has->kv_get (kv->key) != kv->value) 246 if (has->kv.get (kv->key) != kv->value)
227 return false; 247 return false;
228 248
229 /* 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. */
230 return true; 250 return true;
231} 251}
255 */ 275 */
256bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
257{ 277{
258 /* A couple quick sanity checks */ 278 /* A couple quick sanity checks */
259 if (ob1 == ob2 279 if (ob1 == ob2
260 || ob1->type != ob2->type 280 || ob1->type != ob2->type
261 || ob1->value != ob2->value 281 || ob1->value != ob2->value
262 || ob1->name != ob2->name 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) 284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
264 return 0; 285 return 0;
265 286
266 /* Do not merge objects if nrof would overflow, assume nrof 287 /* Do not merge objects if nrof would overflow, assume nrof
267 * is always 0 .. 2**31-1 */ 288 * is always 0 .. 2**31-1 */
331 /* 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
332 * if it is valid. 353 * if it is valid.
333 */ 354 */
334 } 355 }
335 356
336 /* 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,
337 * 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
338 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
339 */ 360 */
340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
341 return 0; 362 return 0;
342 363
343 /* 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
344 * 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
345 * check? 366 * check?
346 */ 367 */
347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
348 return 0; 369 return 0;
349 370
353 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
354 return 0; 375 return 0;
355 break; 376 break;
356 } 377 }
357 378
358 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
359 { 380 {
360 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
361 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
362 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
363 384
364 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
365 return 0; 386 return 0;
366 } 387 }
426 447
427 return 0; 448 return 0;
428} 449}
429 450
430// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
431static sint32 452static weight_t
432weight_adjust_for (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
433{ 454{
434 return op->type == CONTAINER 455 if (op->type == CONTAINER)
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
436 : weight;
437}
438 457
458 return weight;
459}
460
439/* 461/*
440 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
442 */ 464 */
443static void 465static void
444adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
445{ 467{
446 while (op) 468 while (op)
447 { 469 {
448 // adjust by actual difference to account for rounding errors 470 weight_t carrying = (weight_t)op->carrying
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 471 - weight_adjust_for (op, sub)
450 weight = weight_adjust_for (op, op->carrying) 472 + weight_adjust_for (op, add);
451 - weight_adjust_for (op, op->carrying - weight);
452 473
453 if (!weight) 474 sub = op->carrying;
454 return;
455
456 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
457 477
458 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily 479 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
461 481
469 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
470 */ 490 */
471void 491void
472object::update_weight () 492object::update_weight ()
473{ 493{
474 sint32 sum = 0; 494 weight_t sum = 0;
475 495
476 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
477 { 497 {
478 if (op->inv)
479 op->update_weight (); 498 op->update_weight ();
480 499
481 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
482 } 501 }
483
484 sum = weight_adjust_for (this, sum);
485 502
486 if (sum != carrying) 503 if (sum != carrying)
487 { 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
488 carrying = sum; 509 carrying = sum;
489 510
490 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
491 if (pl != this) // player is handled lazily 512 if (pl != this) // player is handled lazily
492 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
578 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 ());
579 return; 600 return;
580 } 601 }
581 602
582 this->owner = owner; 603 this->owner = owner;
583}
584
585/* Zero the key_values on op, decrementing the shared-string
586 * refcounts and freeing the links.
587 */
588static void
589free_key_values (object *op)
590{
591 for (key_value *i = op->key_values; i; )
592 {
593 key_value *next = i->next;
594 delete i;
595
596 i = next;
597 }
598
599 op->key_values = 0;
600} 604}
601 605
602/* 606/*
603 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
604 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
610void 614void
611object::copy_to (object *dst) 615object::copy_to (object *dst)
612{ 616{
613 dst->remove (); 617 dst->remove ();
614 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
619
620 // maybe move to object_copy?
621 dst->kv = kv;
622
615 dst->flag [FLAG_REMOVED] = true; 623 dst->flag [FLAG_REMOVED] = true;
616
617 /* Copy over key_values, if any. */
618 if (key_values)
619 {
620 key_value *tail = 0;
621 dst->key_values = 0;
622
623 for (key_value *i = key_values; i; i = i->next)
624 {
625 key_value *new_link = new key_value;
626
627 new_link->next = 0;
628 new_link->key = i->key;
629 new_link->value = i->value;
630
631 /* Try and be clever here, too. */
632 if (!dst->key_values)
633 {
634 dst->key_values = new_link;
635 tail = new_link;
636 }
637 else
638 {
639 tail->next = new_link;
640 tail = new_link;
641 }
642 }
643 }
644
645 dst->activate (); 624 dst->activate ();
646} 625}
647 626
648void 627void
649object::instantiate () 628object::instantiate ()
650{ 629{
651 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
652 uuid = UUID::gen (); 631 uuid = UUID::gen ();
653 632
654 // 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
655 if (flag [FLAG_RANDOM_SPEED] && speed) 634 if (flag [FLAG_RANDOM_SPEED] && speed)
656 speed_left = - speed - rndm (); // TODO animation 635 speed_left = - speed - rndm (); // TODO animation
657 else 636 else
658 speed_left = -1.; 637 speed_left = -1.;
659 638
660 /* 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
661 * 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.
662 * 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
663 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
664 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
665 */ 644 */
666 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
667 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
668 647
669 attachable::instantiate (); 648 attachable::instantiate ();
670} 649}
671 650
760 } 739 }
761 740
762 mapspace &m = op->ms (); 741 mapspace &m = op->ms ();
763 742
764 if (!(m.flags_ & P_UPTODATE)) 743 if (!(m.flags_ & P_UPTODATE))
765 /* nop */; 744 m.update_up (); // nothing to do except copy up
766 else if (action == UP_OBJ_INSERT) 745 else if (action == UP_OBJ_INSERT)
767 { 746 {
768#if 0 747#if 0
769 // this is likely overkill, TODO: revisit (schmorp) 748 // this is likely overkill, TODO: revisit (schmorp)
770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW)) 749 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC)) 754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
776 || (m.move_on | op->move_on ) != m.move_on 755 || (m.move_on | op->move_on ) != m.move_on
777 || (m.move_off | op->move_off ) != m.move_off 756 || (m.move_off | op->move_off ) != m.move_off
778 || (m.move_slow | op->move_slow) != m.move_slow 757 || (m.move_slow | op->move_slow) != m.move_slow
779 /* 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
780 * have move_allow right now. 759 * have move_allow right now.
781 */ 760 */
782 || ((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
783 m.invalidate (); 762 m.invalidate ();
784#else 763#else
785 // 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)
791 * that is being removed. 770 * that is being removed.
792 */ 771 */
793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 772 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
794 m.invalidate (); 773 m.invalidate ();
795 else if (action == UP_OBJ_FACE) 774 else if (action == UP_OBJ_FACE)
796 /* Nothing to do for that case */ ; 775 m.update_up (); // nothing to do for that case, except copy up
797 else 776 else
798 LOG (llevError, "update_object called with invalid action: %d\n", action); 777 LOG (llevError, "update_object called with invalid action: %d\n", action);
799 778
800 if (op->more) 779 if (op->more)
801 update_object (op->more, action); 780 update_object (op->more, action);
812 791
813object::~object () 792object::~object ()
814{ 793{
815 unlink (); 794 unlink ();
816 795
817 free_key_values (this); 796 kv.clear ();
818} 797}
819 798
820void object::link () 799void object::link ()
821{ 800{
822 assert (!index);//D 801 assert (!index);//D
865 op->activate_recursive (); 844 op->activate_recursive ();
866} 845}
867 846
868/* This function removes object 'op' from the list of active 847/* This function removes object 'op' from the list of active
869 * objects. 848 * objects.
870 * This should only be used for style maps or other such 849 * This should only be used for style maps or other such
871 * 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
872 * in play chewing up cpu time getting processed. 851 * in play chewing up cpu time getting processed.
873 * The reverse of this is to call update_ob_speed, which 852 * The reverse of this is to call update_ob_speed, which
874 * 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.
875 */ 854 */
921 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
922 * drop on that space. 901 * drop on that space.
923 */ 902 */
924 if (!drop_to_ground 903 if (!drop_to_ground
925 || !map 904 || !map
926 || map->in_memory != MAP_ACTIVE 905 || !map->linkable ()
927 || map->no_drop 906 || map->no_drop
928 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
929 { 908 {
930 while (inv) 909 while (inv)
931 inv->destroy (); 910 inv->destroy ();
1028 1007
1029 freelist = li; 1008 freelist = li;
1030 ++free_count; 1009 ++free_count;
1031} 1010}
1032 1011
1033static struct freed_map : maptile
1034{
1035 freed_map ()
1036 {
1037 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map";
1039 width = 3;
1040 height = 3;
1041 no_drop = 1;
1042 no_reset = 1;
1043
1044 alloc ();
1045 in_memory = MAP_ACTIVE;
1046 }
1047
1048 ~freed_map ()
1049 {
1050 destroy ();
1051 }
1052} freed_map; // freed objects are moved here to avoid crashes
1053
1054void 1012void
1055object::do_destroy () 1013object::do_destroy ()
1056{ 1014{
1057 if (flag [FLAG_IS_LINKED]) 1015 if (flag [FLAG_IS_LINKED])
1058 remove_link (); 1016 remove_link ();
1131 flag [FLAG_REMOVED] = true; 1089 flag [FLAG_REMOVED] = true;
1132 1090
1133 if (more) 1091 if (more)
1134 more->remove (); 1092 more->remove ();
1135 1093
1136 /* 1094 /*
1137 * In this case, the object to be removed is in someones 1095 * In this case, the object to be removed is in someones
1138 * inventory. 1096 * inventory.
1139 */ 1097 */
1140 if (env) 1098 if (env)
1141 { 1099 {
1142 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
1143 if (object *pl = visible_to ()) 1101 if (object *pl = visible_to ())
1144 esrv_del_item (pl->contr, count); 1102 esrv_del_item (pl->contr, count);
1145 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
1146 1104
1147 adjust_weight (env, -total_weight ()); 1105 adjust_weight (env, total_weight (), 0);
1148 1106
1149 object *pl = in_player (); 1107 object *pl = in_player ();
1150 1108
1151 /* we set up values so that it could be inserted into 1109 /* we set up values so that it could be inserted into
1152 * 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
1166 1124
1167 if (pl && pl->is_player ()) 1125 if (pl && pl->is_player ())
1168 { 1126 {
1169 if (expect_false (pl->contr->combat_ob == this)) 1127 if (expect_false (pl->contr->combat_ob == this))
1170 { 1128 {
1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY); 1129 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1172 pl->contr->combat_ob = 0; 1130 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); 1131 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 } 1132 }
1175 1133
1176 if (expect_false (pl->contr->ranged_ob == this)) 1134 if (expect_false (pl->contr->ranged_ob == this))
1177 { 1135 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY); 1136 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1179 pl->contr->ranged_ob = 0; 1137 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); 1138 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 } 1139 }
1182 1140
1183 pl->contr->queue_stats_update (); 1141 pl->contr->queue_stats_update ();
1223 1181
1224 above = 0; 1182 above = 0;
1225 below = 0; 1183 below = 0;
1226 1184
1227 ms.invalidate (); 1185 ms.invalidate ();
1228
1229 if (map->in_memory == MAP_SAVING)
1230 return;
1231 1186
1232 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1233 1188
1234 if (object *pl = ms.player ()) 1189 if (object *pl = ms.player ())
1235 { 1190 {
1370{ 1325{
1371 op->remove (); 1326 op->remove ();
1372 1327
1373 if (m == &freed_map)//D TODO: remove soon 1328 if (m == &freed_map)//D TODO: remove soon
1374 {//D 1329 {//D
1375 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
1376 }//D 1331 }//D
1377 1332
1378 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1379 * 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
1380 * need extra work 1335 * need extra work
1449 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1450 * 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
1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1452 * floor, we want to insert above that and no further. 1407 * floor, we want to insert above that and no further.
1453 * 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
1454 * 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
1455 * 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
1456 * 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
1457 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1458 */ 1413 */
1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1570 */ 1525 */
1571 1526
1572 /* 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 */
1573 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1574 { 1529 {
1575 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator, flag))
1576 return 0; 1531 return 0;
1577 1532
1578 /* 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
1579 * walk on's. 1534 * walk on's.
1580 */ 1535 */
1581 for (object *tmp = op->more; tmp; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1582 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator, flag))
1583 return 0; 1538 return 0;
1584 } 1539 }
1585 1540
1586 return op; 1541 return op;
1587} 1542}
1588 1543
1589/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1590 * 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.
1591 * 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.
1592 */ 1547 */
1593void 1548void
1594replace_insert_ob_in_map (shstr_tmp archname, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1595{ 1550{
1627 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
1628 || (items < m->max_items 1583 || (items < m->max_items
1629 && ms.volume () < m->max_volume)) 1584 && ms.volume () < m->max_volume))
1630 return true; 1585 return true;
1631 1586
1632 if (originator && originator->is_player ()) 1587 if (originator)
1633 originator->contr->failmsgf ( 1588 originator->failmsgf (
1634 "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.>",
1635 query_name () 1590 query_name ()
1636 ); 1591 );
1637 1592
1638 return false; 1593 return false;
1639} 1594}
1653 1608
1654 nr = min (nr, nrof); 1609 nr = min (nr, nrof);
1655 1610
1656 if (nrof > nr) 1611 if (nrof > nr)
1657 { 1612 {
1613 weight_t oweight = total_weight ();
1614
1658 nrof -= nr; 1615 nrof -= nr;
1659 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1660 1616
1661 if (object *pl = visible_to ()) 1617 if (object *pl = visible_to ())
1662 esrv_update_item (UPD_NROF, pl, this); 1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 adjust_weight (env, oweight, total_weight ());
1663 1621
1664 return true; 1622 return true;
1665 } 1623 }
1666 else 1624 else
1667 { 1625 {
1721/* 1679/*
1722 * env->insert (op) 1680 * env->insert (op)
1723 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1724 * inside the object environment. 1682 * inside the object environment.
1725 * 1683 *
1726 * 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
1727 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1728 */ 1686 */
1729object * 1687object *
1730object::insert (object *op) 1688object::insert (object *op)
1731{ 1689{
1742 if (op->nrof) 1700 if (op->nrof)
1743 for (object *tmp = inv; tmp; tmp = tmp->below) 1701 for (object *tmp = inv; tmp; tmp = tmp->below)
1744 if (object::can_merge (tmp, op)) 1702 if (object::can_merge (tmp, op))
1745 { 1703 {
1746 /* return the original object and remove inserted object 1704 /* return the original object and remove inserted object
1747 (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
1748 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1749 1711
1750 if (object *pl = tmp->visible_to ()) 1712 if (object *pl = tmp->visible_to ())
1751 esrv_update_item (UPD_NROF, pl, tmp); 1713 esrv_update_item (UPD_NROF, pl, tmp);
1752 1714
1753 adjust_weight (this, op->total_weight ()); 1715 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1754 1716
1755 op->destroy (); 1717 op->destroy ();
1756 op = tmp; 1718 op = tmp;
1757 goto inserted; 1719 goto inserted;
1758 } 1720 }
1774 op->flag [FLAG_REMOVED] = 0; 1736 op->flag [FLAG_REMOVED] = 0;
1775 1737
1776 if (object *pl = op->visible_to ()) 1738 if (object *pl = op->visible_to ())
1777 esrv_send_item (pl, op); 1739 esrv_send_item (pl, op);
1778 1740
1779 adjust_weight (this, op->total_weight ()); 1741 adjust_weight (this, 0, op->total_weight ());
1780 1742
1781inserted: 1743inserted:
1782 /* 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 */
1783 if (op->glow_radius && is_on_map ()) 1745 if (op->glow_radius && is_on_map ())
1784 { 1746 {
1813 * 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
1814 * 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
1815 * on top. 1777 * on top.
1816 */ 1778 */
1817int 1779int
1818check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator, int flags)
1819{ 1781{
1820 if (op->flag [FLAG_NO_APPLY]) 1782 if (op->flag [FLAG_NO_APPLY])
1821 return 0; 1783 return 0;
1822 1784
1823 object *tmp; 1785 object *tmp;
1847 */ 1809 */
1848 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)
1849 return 0; 1811 return 0;
1850 1812
1851 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1852 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1853 */ 1815 */
1854 for (object *next, *tmp = ms.top; tmp; tmp = next) 1816 for (object *next, *tmp = ms.top; tmp; tmp = next)
1855 { 1817 {
1856 next = tmp->below; 1818 next = tmp->below;
1857 1819
1882 1844
1883 /* Basically same logic as above, except now for actual apply. */ 1845 /* Basically same logic as above, except now for actual apply. */
1884 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1846 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1885 ((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))
1886 { 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
1887 move_apply (tmp, op, originator); 1854 move_apply (tmp, op, originator);
1888 1855
1889 if (op->destroyed ()) 1856 if (op->destroyed ())
1890 return 1; 1857 return 1;
1891 1858
2036 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
2037 * 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.
2038 * 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
2039 * 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
2040 * 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
2041 * 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
2042 * customized, changed states, etc. 2009 * customized, changed states, etc.
2043 */ 2010 */
2044int 2011int
2045find_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)
2046{ 2013{
2047 int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2048 int index = 0, flag; 2015 int index = 0;
2049 2016
2050 for (int i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2051 { 2018 {
2052 mapxy pos (m, x, y); pos.move (i); 2019 mapxy pos (m, x, y); pos.move (i);
2053 2020
2069 continue; 2036 continue;
2070 } 2037 }
2071 2038
2072 /* 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.
2073 * 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.
2074 * 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 -
2075 * 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
2076 * 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
2077 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
2078 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
2079 */ 2046 */
2109 */ 2076 */
2110int 2077int
2111find_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)
2112{ 2079{
2113 for (int i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2114 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2115 return i; 2082 return i;
2116 2083
2117 return -1; 2084 return -1;
2118} 2085}
2119 2086
2130 2097
2131 while (--end) 2098 while (--end)
2132 swap (arr [end], arr [rndm (end + 1)]); 2099 swap (arr [end], arr [rndm (end + 1)]);
2133} 2100}
2134 2101
2135/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2136 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2137 * 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
2138 * 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
2139 * 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
2140 * 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.
2165 * there is capable of. 2132 * there is capable of.
2166 */ 2133 */
2167int 2134int
2168find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2169{ 2136{
2170 int max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE;
2171 MoveType move_type; 2138 MoveType move_type;
2172 2139
2173 if (exclude && exclude->head_ () != exclude) 2140 if (exclude && exclude->head_ () != exclude)
2174 { 2141 {
2175 exclude = exclude->head; 2142 exclude = exclude->head;
2216{ 2183{
2217 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);
2218} 2185}
2219 2186
2220/* 2187/*
2221 * 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
2222 * an object which has subtracted the x and y coordinates of another 2189 * for running into direct [dx, dy].
2223 * object, needs to travel toward it. 2190 * (the opposite of crossfire's find_dir_2!)
2224 */ 2191 */
2225int 2192int
2226find_dir_2 (int x, int y) 2193find_dir_2 (int x, int y)
2227{ 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
2228 int q; 2238 int q;
2229 2239
2230 if (y) 2240 if (y)
2231 q = x * 100 / y; 2241 q = 128 * x / y;
2232 else if (x) 2242 else if (x)
2233 q = -300 * x; 2243 q = -512 * x; // to make it > 309
2234 else 2244 else
2235 return 0; 2245 return 0;
2236 2246
2237 if (y > 0) 2247 if (y > 0)
2238 { 2248 {
2239 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
2240 return 3; 2254 return 3;
2241 if (q < -41) 2255 }
2242 return 2; 2256 else
2243 if (q < 41) 2257 {
2244 return 1; 2258 if (q < -309) return 3;
2245 if (q < 242) 2259 if (q < -52) return 2;
2246 return 8; 2260 if (q < 52) return 1;
2261 if (q < 309) return 8;
2262
2247 return 7; 2263 return 7;
2248 } 2264 }
2249 2265#endif
2250 if (q < -242)
2251 return 7;
2252 if (q < -41)
2253 return 6;
2254 if (q < 41)
2255 return 5;
2256 if (q < 242)
2257 return 4;
2258
2259 return 3;
2260} 2266}
2261 2267
2262/* 2268/*
2263 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2269 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2264 * between two directions (which are expected to be absolute (see absdir()) 2270 * between two directions (which are expected to be absolute (see absdir())
2265 */ 2271 */
2266int 2272int
2267dirdiff (int dir1, int dir2) 2273dirdiff (int dir1, int dir2)
2268{ 2274{
2269 int d;
2270
2271 d = abs (dir1 - dir2); 2275 int d = abs (dir1 - dir2);
2272 if (d > 4)
2273 d = 8 - d;
2274 2276
2275 return d; 2277 return d > 4 ? 8 - d : d;
2276} 2278}
2277 2279
2278/* peterm: 2280/* peterm:
2279 * 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.
2280 * Basically, this is a table of directions, and what directions 2282 * Basically, this is a table of directions, and what directions
2349 int mflags; 2351 int mflags;
2350 2352
2351 if (dir < 0) 2353 if (dir < 0)
2352 return 0; /* exit condition: invalid direction */ 2354 return 0; /* exit condition: invalid direction */
2353 2355
2354 dx = x + freearr_x[dir]; 2356 dx = x + DIRX (dir);
2355 dy = y + freearr_y[dir]; 2357 dy = y + DIRY (dir);
2356 2358
2357 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2358 2360
2359 /* This functional arguably was incorrect before - it was 2361 /* This functional arguably was incorrect before - it was
2360 * checking for P_WALL - that was basically seeing if 2362 * checking for P_WALL - that was basically seeing if
2391 return /*who->flag [FLAG_WIZ]|| */ 2393 return /*who->flag [FLAG_WIZ]|| */
2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2393 !item->flag [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));
2394} 2396}
2395 2397
2398//-GPL
2399
2396/* 2400/*
2397 * create clone from object to another 2401 * create clone from object to another
2398 */ 2402 */
2399object * 2403object *
2400object::deep_clone () 2404object::deep_clone ()
2430 return tmp; 2434 return tmp;
2431 2435
2432 return 0; 2436 return 0;
2433} 2437}
2434 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
2435shstr_tmp 2455shstr_tmp
2436object::kv_get (shstr_tmp key) const 2456key_values::get (shstr_tmp key) const
2437{ 2457{
2438 for (key_value *kv = key_values; kv; kv = kv->next) 2458 for (key_value *kv = first; kv; kv = kv->next)
2439 if (kv->key == key) 2459 if (kv->key == key)
2440 return kv->value; 2460 return kv->value;
2441 2461
2442 return shstr (); 2462 return shstr ();
2443} 2463}
2444 2464
2445void 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
2446object::kv_set (shstr_tmp key, shstr_tmp value) 2478key_values::set (shstr_tmp key, shstr_tmp value)
2447{ 2479{
2448 for (key_value *kv = key_values; kv; kv = kv->next) 2480 for (key_value *kv = first; kv; kv = kv->next)
2449 if (kv->key == key) 2481 if (kv->key == key)
2450 { 2482 {
2451 kv->value = value; 2483 kv->value = value;
2452 return; 2484 return;
2453 } 2485 }
2454 2486
2455 key_value *kv = new key_value; 2487 add (key, value);
2456
2457 kv->next = key_values;
2458 kv->key = key;
2459 kv->value = value;
2460
2461 key_values = kv;
2462} 2488}
2463 2489
2464void 2490void
2465object::kv_del (shstr_tmp key) 2491key_values::del (shstr_tmp key)
2466{ 2492{
2467 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2493 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2468 if ((*kvp)->key == key) 2494 if ((*kvp)->key == key)
2469 { 2495 {
2470 key_value *kv = *kvp; 2496 key_value *kv = *kvp;
2471 *kvp = (*kvp)->next; 2497 *kvp = (*kvp)->next;
2472 delete kv; 2498 delete kv;
2473 return; 2499 return;
2474 } 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 ();
2475} 2529}
2476 2530
2477object::depth_iterator::depth_iterator (object *container) 2531object::depth_iterator::depth_iterator (object *container)
2478: iterator_base (container) 2532: iterator_base (container)
2479{ 2533{
2562object::region () const 2616object::region () const
2563{ 2617{
2564 return map ? map->region (x, y) 2618 return map ? map->region (x, y)
2565 : region::default_region (); 2619 : region::default_region ();
2566} 2620}
2621
2622//+GPL
2567 2623
2568void 2624void
2569object::open_container (object *new_container) 2625object::open_container (object *new_container)
2570{ 2626{
2571 if (container == new_container) 2627 if (container == new_container)
2629 } 2685 }
2630// else if (!old_container->env && contr && contr->ns) 2686// else if (!old_container->env && contr && contr->ns)
2631// contr->ns->floorbox_reset (); 2687// contr->ns->floorbox_reset ();
2632} 2688}
2633 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
2634object * 2722object *
2635object::force_find (shstr_tmp name) 2723object::force_find (shstr_tmp name)
2636{ 2724{
2637 /* 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
2638 * place 2726 * place
2639 */ 2727 */
2640 for (object *tmp = inv; tmp; tmp = tmp->below) 2728 for (object *tmp = inv; tmp; tmp = tmp->below)
2641 if (tmp->type == FORCE && tmp->slaying == name) 2729 if (tmp->type == FORCE && tmp->slaying == name)
2642 return splay (tmp); 2730 return splay (tmp);
2643 2731
2644 return 0; 2732 return 0;
2645} 2733}
2646 2734
2647//-GPL
2648
2649void 2735void
2650object::force_set_timer (int duration) 2736object::force_set_timer (int duration)
2651{ 2737{
2652 this->duration = 1; 2738 this->duration = 1;
2653 this->speed_left = -1.f; 2739 this->speed_left = -1.f;
2659object::force_add (shstr_tmp name, int duration) 2745object::force_add (shstr_tmp name, int duration)
2660{ 2746{
2661 if (object *force = force_find (name)) 2747 if (object *force = force_find (name))
2662 force->destroy (); 2748 force->destroy ();
2663 2749
2664 object *force = get_archetype (FORCE_NAME); 2750 object *force = archetype::get (FORCE_NAME);
2665 2751
2666 force->slaying = name; 2752 force->slaying = name;
2667 force->force_set_timer (duration); 2753 force->force_set_timer (duration);
2668 force->flag [FLAG_APPLIED] = true; 2754 force->flag [FLAG_APPLIED] = true;
2669 2755
2753 return contr->mark; 2839 return contr->mark;
2754 else 2840 else
2755 return 0; 2841 return 0;
2756} 2842}
2757 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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