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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 1.368 by root, Wed Dec 5 19:03:26 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));
129{ 149{
130 UUID uid; 150 UUID uid;
131 151
132 uid.seq = ++cur.seq; 152 uid.seq = ++cur.seq;
133 153
134 if (expect_false (cur.seq >= seq_next_save)) 154 if (ecb_expect_false (cur.seq >= seq_next_save))
135 { 155 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); 156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false); 157 write_uuid (UUID_GAP, false);
138 } 158 }
139 159
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
681 660
682 neu->map = map; // not copied by copy_to 661 neu->map = map; // not copied by copy_to
683 return neu; 662 return neu;
684} 663}
685 664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
674}
675
686/* 676/*
687 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
688 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
689 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
690 */ 680 */
692update_turn_face (object *op) 682update_turn_face (object *op)
693{ 683{
694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
695 return; 685 return;
696 686
697 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
698 update_object (op, UP_OBJ_FACE);
699} 688}
700 689
701/* 690/*
702 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
703 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
713 else 702 else
714 deactivate (); 703 deactivate ();
715} 704}
716 705
717/* 706/*
718 * update_object() updates the the map. 707 * update_object() updates the map.
719 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
720 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
721 * invisible object, etc...) 710 * invisible object, etc...)
722 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
723 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
760 } 749 }
761 750
762 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
763 752
764 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
765 /* nop */; 754 m.update_up (); // nothing to do except copy up
766 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
767 { 756 {
768#if 0 757#if 0
769 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
776 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
777 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
778 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
779 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
780 * have move_allow right now. 769 * have move_allow right now.
781 */ 770 */
782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
783 m.invalidate (); 772 m.invalidate ();
784#else 773#else
785 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) 774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
791 * that is being removed. 780 * that is being removed.
792 */ 781 */
793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
794 m.invalidate (); 783 m.invalidate ();
795 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
796 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
797 else 786 else
798 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
799 788
800 if (op->more) 789 if (op->more)
801 update_object (op->more, action); 790 update_object (op->more, action);
812 801
813object::~object () 802object::~object ()
814{ 803{
815 unlink (); 804 unlink ();
816 805
817 free_key_values (this); 806 kv.clear ();
818} 807}
819 808
820void object::link () 809void object::link ()
821{ 810{
822 assert (!index);//D 811 assert (!index);//D
865 op->activate_recursive (); 854 op->activate_recursive ();
866} 855}
867 856
868/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
869 * objects. 858 * objects.
870 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
871 * reference maps where you don't want an object that isn't 860 * reference maps where you don't want an object that isn't
872 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
873 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
874 * will do the right thing based on the speed of the object. 863 * will do the right thing based on the speed of the object.
875 */ 864 */
921 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
922 * drop on that space. 911 * drop on that space.
923 */ 912 */
924 if (!drop_to_ground 913 if (!drop_to_ground
925 || !map 914 || !map
926 || map->in_memory != MAP_ACTIVE 915 || !map->linkable ()
927 || map->no_drop 916 || map->no_drop
928 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
929 { 918 {
930 while (inv) 919 while (inv)
931 inv->destroy (); 920 inv->destroy ();
1028 1017
1029 freelist = li; 1018 freelist = li;
1030 ++free_count; 1019 ++free_count;
1031} 1020}
1032 1021
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 1022void
1055object::do_destroy () 1023object::do_destroy ()
1056{ 1024{
1057 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
1058 remove_link (); 1026 remove_link ();
1131 flag [FLAG_REMOVED] = true; 1099 flag [FLAG_REMOVED] = true;
1132 1100
1133 if (more) 1101 if (more)
1134 more->remove (); 1102 more->remove ();
1135 1103
1136 /* 1104 /*
1137 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1138 * inventory. 1106 * inventory.
1139 */ 1107 */
1140 if (env) 1108 if (env)
1141 { 1109 {
1142 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1143 if (object *pl = visible_to ()) 1111 if (object *pl = visible_to ())
1144 esrv_del_item (pl->contr, count); 1112 esrv_del_item (pl->contr, count);
1145 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1146 1114
1147 adjust_weight (env, -total_weight ()); 1115 adjust_weight (env, total_weight (), 0);
1148 1116
1149 object *pl = in_player (); 1117 object *pl = in_player ();
1150 1118
1151 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1152 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1164 below = 0; 1132 below = 0;
1165 env = 0; 1133 env = 0;
1166 1134
1167 if (pl && pl->is_player ()) 1135 if (pl && pl->is_player ())
1168 { 1136 {
1169 if (expect_false (pl->contr->combat_ob == this)) 1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1170 { 1138 {
1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY); 1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1172 pl->contr->combat_ob = 0; 1140 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); 1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 } 1142 }
1175 1143
1176 if (expect_false (pl->contr->ranged_ob == this)) 1144 if (ecb_expect_false (pl->contr->ranged_ob == this))
1177 { 1145 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY); 1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1179 pl->contr->ranged_ob = 0; 1147 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); 1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 } 1149 }
1182 1150
1183 pl->contr->queue_stats_update (); 1151 pl->contr->queue_stats_update ();
1184 1152
1185 if (expect_false (glow_radius) && pl->is_on_map ()) 1153 if (ecb_expect_false (glow_radius) && pl->is_on_map ())
1186 update_all_los (pl->map, pl->x, pl->y); 1154 update_all_los (pl->map, pl->x, pl->y);
1187 } 1155 }
1188 } 1156 }
1189 else if (map) 1157 else if (map)
1190 { 1158 {
1223 1191
1224 above = 0; 1192 above = 0;
1225 below = 0; 1193 below = 0;
1226 1194
1227 ms.invalidate (); 1195 ms.invalidate ();
1228
1229 if (map->in_memory == MAP_SAVING)
1230 return;
1231 1196
1232 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1233 1198
1234 if (object *pl = ms.player ()) 1199 if (object *pl = ms.player ())
1235 { 1200 {
1370{ 1335{
1371 op->remove (); 1336 op->remove ();
1372 1337
1373 if (m == &freed_map)//D TODO: remove soon 1338 if (m == &freed_map)//D TODO: remove soon
1374 {//D 1339 {//D
1375 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1376 }//D 1341 }//D
1377 1342
1378 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* 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 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1380 * need extra work 1345 * need extra work
1449 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1450 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1452 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1453 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1454 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1455 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1456 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1457 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1458 */ 1423 */
1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1570 */ 1535 */
1571 1536
1572 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1573 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1574 { 1539 {
1575 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1576 return 0; 1541 return 0;
1577 1542
1578 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1579 * walk on's. 1544 * walk on's.
1580 */ 1545 */
1581 for (object *tmp = op->more; tmp; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1582 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1583 return 0; 1548 return 0;
1584 } 1549 }
1585 1550
1586 return op; 1551 return op;
1587} 1552}
1588 1553
1589/* this function inserts an object in the map, but if it 1554/* 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. 1555 * 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. 1556 * op is the object to insert it under: supplies x and the map.
1592 */ 1557 */
1593void 1558void
1594replace_insert_ob_in_map (shstr_tmp archname, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1595{ 1560{
1627 if (!items // testing !items ensures we can drop at least one item 1592 if (!items // testing !items ensures we can drop at least one item
1628 || (items < m->max_items 1593 || (items < m->max_items
1629 && ms.volume () < m->max_volume)) 1594 && ms.volume () < m->max_volume))
1630 return true; 1595 return true;
1631 1596
1632 if (originator && originator->is_player ()) 1597 if (originator)
1633 originator->contr->failmsgf ( 1598 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.>", 1599 "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 () 1600 query_name ()
1636 ); 1601 );
1637 1602
1638 return false; 1603 return false;
1639} 1604}
1653 1618
1654 nr = min (nr, nrof); 1619 nr = min (nr, nrof);
1655 1620
1656 if (nrof > nr) 1621 if (nrof > nr)
1657 { 1622 {
1623 weight_t oweight = total_weight ();
1624
1658 nrof -= nr; 1625 nrof -= nr;
1659 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1660 1626
1661 if (object *pl = visible_to ()) 1627 if (object *pl = visible_to ())
1662 esrv_update_item (UPD_NROF, pl, this); 1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1663 1631
1664 return true; 1632 return true;
1665 } 1633 }
1666 else 1634 else
1667 { 1635 {
1721/* 1689/*
1722 * env->insert (op) 1690 * env->insert (op)
1723 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1724 * inside the object environment. 1692 * inside the object environment.
1725 * 1693 *
1726 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1727 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1728 */ 1696 */
1729object * 1697object *
1730object::insert (object *op) 1698object::insert (object *op)
1731{ 1699{
1742 if (op->nrof) 1710 if (op->nrof)
1743 for (object *tmp = inv; tmp; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1744 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1745 { 1713 {
1746 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1747 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1748 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1749 1721
1750 if (object *pl = tmp->visible_to ()) 1722 if (object *pl = tmp->visible_to ())
1751 esrv_update_item (UPD_NROF, pl, tmp); 1723 esrv_update_item (UPD_NROF, pl, tmp);
1752 1724
1753 adjust_weight (this, op->total_weight ()); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1754 1726
1755 op->destroy (); 1727 op->destroy ();
1756 op = tmp; 1728 op = tmp;
1757 goto inserted; 1729 goto inserted;
1758 } 1730 }
1774 op->flag [FLAG_REMOVED] = 0; 1746 op->flag [FLAG_REMOVED] = 0;
1775 1747
1776 if (object *pl = op->visible_to ()) 1748 if (object *pl = op->visible_to ())
1777 esrv_send_item (pl, op); 1749 esrv_send_item (pl, op);
1778 1750
1779 adjust_weight (this, op->total_weight ()); 1751 adjust_weight (this, 0, op->total_weight ());
1780 1752
1781inserted: 1753inserted:
1782 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1783 if (op->glow_radius && is_on_map ()) 1755 if (op->glow_radius && is_on_map ())
1784 { 1756 {
1813 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1814 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1815 * on top. 1787 * on top.
1816 */ 1788 */
1817int 1789int
1818check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1819{ 1791{
1820 if (op->flag [FLAG_NO_APPLY]) 1792 if (op->flag [FLAG_NO_APPLY])
1821 return 0; 1793 return 0;
1822 1794
1823 object *tmp; 1795 object *tmp;
1847 */ 1819 */
1848 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1849 return 0; 1821 return 0;
1850 1822
1851 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1852 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1853 */ 1825 */
1854 for (object *next, *tmp = ms.top; tmp; tmp = next) 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1855 { 1827 {
1856 next = tmp->below; 1828 next = tmp->below;
1857 1829
1882 1854
1883 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1884 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 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)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1886 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1887 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1888 1865
1889 if (op->destroyed ()) 1866 if (op->destroyed ())
1890 return 1; 1867 return 1;
1891 1868
2036 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
2037 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
2038 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
2039 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
2040 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
2041 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
2042 * customized, changed states, etc. 2019 * customized, changed states, etc.
2043 */ 2020 */
2044int 2021int
2045find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2046{ 2023{
2047 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2048 int index = 0, flag; 2025 int index = 0;
2049 2026
2050 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
2051 { 2028 {
2052 mapxy pos (m, x, y); pos.move (i); 2029 mapxy pos (m, x, y); pos.move (i);
2053 2030
2069 continue; 2046 continue;
2070 } 2047 }
2071 2048
2072 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
2073 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
2074 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
2075 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
2076 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
2077 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
2078 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2079 */ 2056 */
2109 */ 2086 */
2110int 2087int
2111find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2112{ 2089{
2113 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2114 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2115 return i; 2092 return i;
2116 2093
2117 return -1; 2094 return -1;
2118} 2095}
2119 2096
2130 2107
2131 while (--end) 2108 while (--end)
2132 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2133} 2110}
2134 2111
2135/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2136 * This basically returns a randomized array (in the passed pointer) of 2113 * 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 2114 * 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 2115 * 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 2116 * 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. 2117 * the 3x3 area will be searched, just not in a predictable order.
2165 * there is capable of. 2142 * there is capable of.
2166 */ 2143 */
2167int 2144int
2168find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2169{ 2146{
2170 int max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2171 MoveType move_type; 2148 MoveType move_type;
2172 2149
2173 if (exclude && exclude->head_ () != exclude) 2150 if (exclude && exclude->head_ () != exclude)
2174 { 2151 {
2175 exclude = exclude->head; 2152 exclude = exclude->head;
2216{ 2193{
2217 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2218} 2195}
2219 2196
2220/* 2197/*
2221 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2222 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2223 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2224 */ 2201 */
2225int 2202int
2226find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2227{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2228 int q; 2248 int q;
2229 2249
2230 if (y) 2250 if (y)
2231 q = x * 100 / y; 2251 q = 128 * x / y;
2232 else if (x) 2252 else if (x)
2233 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2234 else 2254 else
2235 return 0; 2255 return 0;
2236 2256
2237 if (y > 0) 2257 if (y > 0)
2238 { 2258 {
2239 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2240 return 3; 2264 return 3;
2241 if (q < -41) 2265 }
2242 return 2; 2266 else
2243 if (q < 41) 2267 {
2244 return 1; 2268 if (q < -309) return 3;
2245 if (q < 242) 2269 if (q < -52) return 2;
2246 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2247 return 7; 2273 return 7;
2248 } 2274 }
2249 2275#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} 2276}
2261 2277
2262/* 2278/*
2263 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2264 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2265 */ 2281 */
2266int 2282int
2267dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2268{ 2284{
2269 int d;
2270
2271 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2272 if (d > 4)
2273 d = 8 - d;
2274 2286
2275 return d; 2287 return d > 4 ? 8 - d : d;
2276} 2288}
2277 2289
2278/* peterm: 2290/* peterm:
2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2349 int mflags; 2361 int mflags;
2350 2362
2351 if (dir < 0) 2363 if (dir < 0)
2352 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2353 2365
2354 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2355 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2356 2368
2357 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2358 2370
2359 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2360 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2391 return /*who->flag [FLAG_WIZ]|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2394} 2406}
2395 2407
2408//-GPL
2409
2396/* 2410/*
2397 * create clone from object to another 2411 * create clone from object to another
2398 */ 2412 */
2399object * 2413object *
2400object::deep_clone () 2414object::deep_clone ()
2430 return tmp; 2444 return tmp;
2431 2445
2432 return 0; 2446 return 0;
2433} 2447}
2434 2448
2449/* Zero the key_values on op, decrementing the shared-string
2450 * refcounts and freeing the links.
2451 */
2452void
2453key_values::clear ()
2454{
2455 for (key_value *kvp = first; kvp; )
2456 {
2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2435shstr_tmp 2465shstr_tmp
2436object::kv_get (shstr_tmp key) const 2466key_values::get (shstr_tmp key) const
2437{ 2467{
2438 for (key_value *kv = key_values; kv; kv = kv->next) 2468 for (key_value *kv = first; kv; kv = kv->next)
2439 if (kv->key == key) 2469 if (kv->key == key)
2440 return kv->value; 2470 return kv->value;
2441 2471
2442 return shstr (); 2472 return shstr ();
2443} 2473}
2444 2474
2445void 2475void
2476key_values::add (shstr_tmp key, shstr_tmp value)
2477{
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2446object::kv_set (shstr_tmp key, shstr_tmp value) 2488key_values::set (shstr_tmp key, shstr_tmp value)
2447{ 2489{
2448 for (key_value *kv = key_values; kv; kv = kv->next) 2490 for (key_value *kv = first; kv; kv = kv->next)
2449 if (kv->key == key) 2491 if (kv->key == key)
2450 { 2492 {
2451 kv->value = value; 2493 kv->value = value;
2452 return; 2494 return;
2453 } 2495 }
2454 2496
2455 key_value *kv = new key_value; 2497 add (key, value);
2456
2457 kv->next = key_values;
2458 kv->key = key;
2459 kv->value = value;
2460
2461 key_values = kv;
2462} 2498}
2463 2499
2464void 2500void
2465object::kv_del (shstr_tmp key) 2501key_values::del (shstr_tmp key)
2466{ 2502{
2467 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2468 if ((*kvp)->key == key) 2504 if ((*kvp)->key == key)
2469 { 2505 {
2470 key_value *kv = *kvp; 2506 key_value *kv = *kvp;
2471 *kvp = (*kvp)->next; 2507 *kvp = (*kvp)->next;
2472 delete kv; 2508 delete kv;
2473 return; 2509 return;
2474 } 2510 }
2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2520 {
2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2526
2527 first = prev;
2528}
2529
2530key_values &
2531key_values::operator =(const key_values &kv)
2532{
2533 clear ();
2534
2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539
2540 return *this;
2475} 2541}
2476 2542
2477object::depth_iterator::depth_iterator (object *container) 2543object::depth_iterator::depth_iterator (object *container)
2478: iterator_base (container) 2544: iterator_base (container)
2479{ 2545{
2562object::region () const 2628object::region () const
2563{ 2629{
2564 return map ? map->region (x, y) 2630 return map ? map->region (x, y)
2565 : region::default_region (); 2631 : region::default_region ();
2566} 2632}
2633
2634//+GPL
2567 2635
2568void 2636void
2569object::open_container (object *new_container) 2637object::open_container (object *new_container)
2570{ 2638{
2571 if (container == new_container) 2639 if (container == new_container)
2629 } 2697 }
2630// else if (!old_container->env && contr && contr->ns) 2698// else if (!old_container->env && contr && contr->ns)
2631// contr->ns->floorbox_reset (); 2699// contr->ns->floorbox_reset ();
2632} 2700}
2633 2701
2702//-GPL
2703
2704// prefetch some flat area around the player
2705static void
2706prefetch_surrounding_area (object *op, maptile *map, int range)
2707{
2708 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2709 op->x - range , op->y - range ,
2710 op->x + range + 1, op->y + range + 1);
2711 rect->m;
2712 ++rect)
2713 {
2714 rect->m->touch ();
2715 rect->m->activate ();
2716 }
2717}
2718
2719// prefetch a generous area around the player, also up and down
2720void
2721object::prefetch_surrounding_maps ()
2722{
2723 prefetch_surrounding_area (this, map, 40);
2724
2725 if (maptile *m = map->tile_available (TILE_DOWN))
2726 prefetch_surrounding_area (this, m, 20);
2727
2728 if (maptile *m = map->tile_available (TILE_UP))
2729 prefetch_surrounding_area (this, m, 20);
2730}
2731
2732//+GPL
2733
2634object * 2734object *
2635object::force_find (shstr_tmp name) 2735object::force_find (shstr_tmp name)
2636{ 2736{
2637 /* cycle through his inventory to look for the MARK we want to 2737 /* cycle through his inventory to look for the MARK we want to
2638 * place 2738 * place
2639 */ 2739 */
2640 for (object *tmp = inv; tmp; tmp = tmp->below) 2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2641 if (tmp->type == FORCE && tmp->slaying == name) 2741 if (tmp->type == FORCE && tmp->slaying == name)
2642 return splay (tmp); 2742 return splay (tmp);
2643 2743
2644 return 0; 2744 return 0;
2645} 2745}
2646 2746
2647//-GPL
2648
2649void 2747void
2650object::force_set_timer (int duration) 2748object::force_set_timer (int duration)
2651{ 2749{
2652 this->duration = 1; 2750 this->duration = 1;
2653 this->speed_left = -1.f; 2751 this->speed_left = -1.f;
2659object::force_add (shstr_tmp name, int duration) 2757object::force_add (shstr_tmp name, int duration)
2660{ 2758{
2661 if (object *force = force_find (name)) 2759 if (object *force = force_find (name))
2662 force->destroy (); 2760 force->destroy ();
2663 2761
2664 object *force = get_archetype (FORCE_NAME); 2762 object *force = archetype::get (FORCE_NAME);
2665 2763
2666 force->slaying = name; 2764 force->slaying = name;
2667 force->force_set_timer (duration); 2765 force->force_set_timer (duration);
2668 force->flag [FLAG_APPLIED] = true; 2766 force->flag [FLAG_APPLIED] = true;
2669 2767
2753 return contr->mark; 2851 return contr->mark;
2754 else 2852 else
2755 return 0; 2853 return 0;
2756} 2854}
2757 2855
2856// put marked object first in the inventory
2857// this is used by identify-like spells so players can influence
2858// the order a bit.
2859void
2860object::splay_marked ()
2861{
2862 if (object *marked = mark ())
2863 splay (marked);
2864}
2865

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