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Comparing deliantra/server/common/object.C (file contents):
Revision 1.283 by root, Sat Feb 21 06:25:46 2009 UTC vs.
Revision 1.334 by root, Fri Apr 23 09:22:46 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000; 37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
41 49
42short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
43 0, 51 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 57 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53}; 61};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
60int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
61 0, 63 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65}; 67};
66 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 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 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
67static void 76static void
68write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
69{ 78{
70 CALL_BEGIN (2); 79 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 83 CALL_END;
75} 84}
76 85
77static void 86static void
78read_uuid (void) 87read_uuid ()
79{ 88{
80 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
81 90
82 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
83 92
97 106
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 108 _exit (1);
100 } 109 }
101 110
102 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 112 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
105 114
106 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
107 { 116 {
134 143
135void 144void
136UUID::init () 145UUID::init ()
137{ 146{
138 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
139} 213}
140 214
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 216static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
179 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
180 * check weight 254 * check weight
181 */ 255 */
182bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
183{ 257{
184 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
185 if (ob1 == ob2 259 if (ob1 == ob2
186 || ob1->type != ob2->type 260 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value 261 || ob1->value != ob2->value
189 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
190 return 0; 264 return 0;
191 265
192 /* Do not merge objects if nrof would overflow, assume nrof 266 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */ 267 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof) 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
199 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
200 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
201 * flags lose any meaning. 275 * flags lose any meaning.
202 */ 276 */
203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
204 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
205 279
206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
207 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
208 282
209 if (ob1->arch->archname != ob2->arch->archname 283 if (ob1->arch->archname != ob2->arch->archname
210 || ob1->name != ob2->name 284 || ob1->name != ob2->name
211 || ob1->title != ob2->title 285 || ob1->title != ob2->title
212 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
215 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
216 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
217 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
218 || ob1->value != ob2->value 292 || ob1->value != ob2->value
219 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
221 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
222 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
223 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
224 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
225 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
226 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
227 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
228 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
229 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0; 308 return 0;
235 309
236 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
261 335
262 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
263 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
264 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
265 */ 339 */
266 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
267 return 0; 341 return 0;
268 342
269 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
270 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
271 * check? 345 * check?
272 */ 346 */
273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
274 return 0; 348 return 0;
275 349
276 switch (ob1->type) 350 switch (ob1->type)
277 { 351 {
278 case SCROLL: 352 case SCROLL:
328 // the player inventory itself is always visible 402 // the player inventory itself is always visible
329 if (env->is_player ()) 403 if (env->is_player ())
330 return env; 404 return env;
331 405
332 // else a player could have our env open 406 // else a player could have our env open
333 object *envest = env->outer_env (); 407 object *envest = env->outer_env_or_self ();
334 408
335 // the player itself is always on a map, so we will find him here 409 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 410 // even if our inv is in a player.
337 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 413 if (pl->container_ () == env)
340 return pl; 414 return pl;
341 } 415 }
342 else 416 else
343 { 417 {
344 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 422 || pl->container_ () == this)
349 return pl; 423 return pl;
350 } 424 }
351 } 425 }
352 426
353 return 0; 427 return 0;
371{ 445{
372 while (op) 446 while (op)
373 { 447 {
374 // adjust by actual difference to account for rounding errors 448 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying) 450 weight = weight_adjust_for (op, op->carrying + weight)
377 - weight_adjust_for (op, op->carrying - weight); 451 - weight_adjust_for (op, op->carrying);
378 452
379 if (!weight) 453 if (!weight)
380 return; 454 return;
381 455
382 op->carrying += weight; 456 op->carrying += weight;
409 483
410 sum = weight_adjust_for (this, sum); 484 sum = weight_adjust_for (this, sum);
411 485
412 if (sum != carrying) 486 if (sum != carrying)
413 { 487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
414 carrying = sum; 492 carrying = sum;
415 493
416 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily 495 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
431 object_freezer freezer; 509 object_freezer freezer;
432 op->write (freezer); 510 op->write (freezer);
433 return freezer.as_string (); 511 return freezer.as_string ();
434} 512}
435 513
436/* 514char *
437 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
438 * multi-object 1 which is closest to the second object.
439 * If it's not a multi-object, it is returned.
440 */
441object *
442get_nearest_part (object *op, const object *pl)
443{ 516{
444 object *tmp, *closest; 517 return dump_object (this);
445 int last_dist, i;
446
447 if (!op->more)
448 return op;
449
450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
453 if ((i = distance (tmp, pl)) < last_dist)
454 closest = tmp, last_dist = i;
455
456 return closest;
457} 518}
458 519
459/* 520/*
460 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow. 522 * VERRRY slow.
463object * 524object *
464find_object (tag_t i) 525find_object (tag_t i)
465{ 526{
466 for_all_objects (op) 527 for_all_objects (op)
467 if (op->count == i) 528 if (op->count == i)
529 return op;
530
531 return 0;
532}
533
534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
468 return op; 544 return op;
469 545
470 return 0; 546 return 0;
471} 547}
472 548
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return; 583 return;
508 } 584 }
509 585
510 this->owner = owner; 586 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
577} 587}
578 588
579/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
580 * refcounts and freeing the links. 590 * refcounts and freeing the links.
581 */ 591 */
634 tail = new_link; 644 tail = new_link;
635 } 645 }
636 } 646 }
637 } 647 }
638 648
639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate (); 649 dst->activate ();
643} 650}
644 651
645void 652void
646object::instantiate () 653object::instantiate ()
647{ 654{
648 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
649 uuid = UUID::gen (); 656 uuid = UUID::gen ();
650 657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
651 speed_left = -0.1f; 662 speed_left = -1.;
663
652 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
664object * 676object *
665object::clone () 677object::clone ()
666{ 678{
667 object *neu = create (); 679 object *neu = create ();
668 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
669 neu->map = map; // not copied by copy_to 686 neu->map = map; // not copied by copy_to
670 return neu; 687 return neu;
671} 688}
672 689
673/* 690/*
676 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
677 */ 694 */
678void 695void
679update_turn_face (object *op) 696update_turn_face (object *op)
680{ 697{
681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
682 return; 699 return;
683 700
684 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
685 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
686} 703}
691 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
692 */ 709 */
693void 710void
694object::set_speed (float speed) 711object::set_speed (float speed)
695{ 712{
696 if (flag [FLAG_FREED] && speed)
697 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699 speed = 0;
700 }
701
702 this->speed = speed; 713 this->speed = speed;
703 714
704 if (has_active_speed ()) 715 if (has_active_speed ())
705 activate (); 716 activate ();
706 else 717 else
756 767
757 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
758 /* nop */; 769 /* nop */;
759 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
760 { 771 {
772#if 0
761 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
764 || (op->is_player () && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
768 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
769 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
770 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
771 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
772 * have move_allow right now. 784 * have move_allow right now.
773 */ 785 */
774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
776 m.invalidate (); 787 m.invalidate ();
788#else
789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
790 m.invalidate ();
791#endif
777 } 792 }
778 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 795 * that is being removed.
781 */ 796 */
790 update_object (op->more, action); 805 update_object (op->more, action);
791} 806}
792 807
793object::object () 808object::object ()
794{ 809{
795 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
796 811
797 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
798 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
799} 815}
800 816
801object::~object () 817object::~object ()
802{ 818{
803 unlink (); 819 unlink ();
804 820
805 free_key_values (this); 821 free_key_values (this);
806} 822}
807
808static int object_count;
809 823
810void object::link () 824void object::link ()
811{ 825{
812 assert (!index);//D 826 assert (!index);//D
813 uuid = UUID::gen (); 827 uuid = UUID::gen ();
814 count = ++object_count;
815 828
816 refcnt_inc (); 829 refcnt_inc ();
817 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
818} 834}
819 835
820void object::unlink () 836void object::unlink ()
821{ 837{
822 if (!index) 838 if (!index)
823 return; 839 return;
840
841 ++destroy_count;
824 842
825 objects.erase (this); 843 objects.erase (this);
826 refcnt_dec (); 844 refcnt_dec ();
827} 845}
828 846
831{ 849{
832 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
833 if (active) 851 if (active)
834 return; 852 return;
835 853
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838
839 if (has_active_speed ()) 854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
840 actives.insert (this); 859 actives.insert (this);
860 }
841} 861}
842 862
843void 863void
844object::activate_recursive () 864object::activate_recursive ()
845{ 865{
931 map->insert (op, x, y); 951 map->insert (op, x, y);
932 } 952 }
933 } 953 }
934} 954}
935 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
936object *object::create () 993object::create ()
937{ 994{
938 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
939 op->link (); 1017 op->link ();
1018
940 return op; 1019 return op;
941} 1020}
942 1021
1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
943static struct freed_map : maptile 1037static struct freed_map : maptile
944{ 1038{
945 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
946 { 1041 {
947 path = "<freed objects map>"; 1042 path = "<freed objects map>";
948 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1; 1044 no_drop = 1;
952 no_reset = 1; 1045 no_reset = 1;
953 1046
954 alloc ();
955 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
956 } 1048 }
957 1049
958 ~freed_map () 1050 ~freed_map ()
959 { 1051 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (); 1103 head->destroy ();
1012 return; 1104 return;
1013 } 1105 }
1014 1106
1015 destroy_inv (false); 1107 destroy_inv_fast ();
1016 1108
1017 if (is_head ()) 1109 if (is_head ())
1018 if (sound_destroy) 1110 if (sound_destroy)
1019 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1123 * the previous environment.
1032 */ 1124 */
1033void 1125void
1034object::do_remove () 1126object::do_remove ()
1035{ 1127{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1128 if (flag [FLAG_REMOVED])
1040 return; 1129 return;
1041 1130
1042 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1043 1132
1075 1164
1076 above = 0; 1165 above = 0;
1077 below = 0; 1166 below = 0;
1078 env = 0; 1167 env = 0;
1079 1168
1080 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1081 * made to players inventory. If set, avoiding the call
1082 * to save cpu time.
1083 */ 1170 {
1084 if (pl) 1171 if (expect_false (pl->contr->combat_ob == this))
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 { 1172 {
1087 pl->update_stats (); 1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1088 1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1089 if (glow_radius && pl->is_on_map ()) 1187 if (expect_false (glow_radius) && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y); 1188 update_all_los (pl->map, pl->x, pl->y);
1091 } 1189 }
1092 } 1190 }
1093 else if (map) 1191 else if (map)
1094 { 1192 {
1095 map->dirty = true; 1193 map->dirty = true;
1096 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1109 close_container (); 1207 close_container ();
1110 1208
1111 --map->players; 1209 --map->players;
1112 map->touch (); 1210 map->touch ();
1113 } 1211 }
1114 else if (pl->container == this) 1212 else if (pl->container_ () == this)
1115 { 1213 {
1116 // removing a container should close it 1214 // removing a container should close it
1117 close_container (); 1215 close_container ();
1118 } 1216 }
1119 1217 else
1120 esrv_del_item (pl->contr, count); 1218 esrv_del_item (pl->contr, count);
1121 } 1219 }
1122 1220
1123 /* link the object above us */ 1221 /* link the object above us */
1124 // re-link, make sure compiler can easily use cmove 1222 // re-link, make sure compiler can easily use cmove
1125 *(above ? &above->below : &ms.top) = below; 1223 *(above ? &above->below : &ms.top) = below;
1135 1233
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1235
1138 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1139 { 1237 {
1140 if (pl->container == this) 1238 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1143 * appropriately. 1241 * appropriately.
1144 */ 1242 */
1145 pl->close_container (); 1243 pl->close_container ();
1149 //TODO: update floorbox to preserve ordering 1247 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1248 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1152 } 1250 }
1153 1251
1252 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1254 {
1255 above = tmp->above;
1256
1156 /* No point updating the players look faces if he is the object 1257 /* No point updating the players look faces if he is the object
1157 * being removed. 1258 * being removed.
1158 */ 1259 */
1159 1260
1160 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1169 } 1265 }
1170
1171 last = tmp;
1172 }
1173 1266
1174 if (affects_los ()) 1267 if (affects_los ())
1175 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1176 } 1269 }
1177} 1270}
1221 1314
1222 object *prev = this; 1315 object *prev = this;
1223 1316
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 { 1318 {
1226 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1227 1320
1228 op->name = name; 1321 op->name = name;
1229 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1230 op->title = title; 1323 op->title = title;
1231 1324
1269 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1270 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1271 * 1364 *
1272 * Return value: 1365 * Return value:
1273 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1274 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1275 * just 'op' otherwise 1368 * just 'op' otherwise
1276 */ 1369 */
1277object * 1370object *
1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279{ 1372{
1316 // from here :/ 1409 // from here :/
1317 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1318 tmp->destroy (); 1411 tmp->destroy ();
1319 } 1412 }
1320 1413
1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1322 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1323 1416
1324 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1325 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1326 1419
1327 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1328 { 1421 {
1329 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1330 { 1423 {
1365 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1366 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1367 */ 1460 */
1368 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1369 { 1462 {
1370 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1371 floor = tmp; 1464 floor = tmp;
1372 1465
1373 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1374 { 1467 {
1375 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1376 top = tmp->below; 1469 top = tmp->below;
1377 break; 1470 break;
1378 } 1471 }
1396 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1397 { 1490 {
1398 object *last; 1491 object *last;
1399 1492
1400 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1401 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1402 break; 1495 break;
1403 1496
1404 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1405 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1406 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1477 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1478 * update_object(). 1571 * update_object().
1479 */ 1572 */
1480 1573
1481 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1482 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1483 { 1576 {
1484 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1485 return 0; 1578 return 0;
1486 1579
1487 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1488 * walk on's. 1581 * walk on's.
1489 */ 1582 */
1490 for (object *tmp = op->more; tmp; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1491 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1492 return 0; 1585 return 0;
1493 } 1586 }
1494 1587
1495 return op; 1588 return op;
1496} 1589}
1506 1599
1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1508 if (tmp->arch->archname == archname) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1509 tmp->destroy (); 1602 tmp->destroy ();
1510 1603
1511 object *tmp = arch_to_object (archetype::find (archname)); 1604 object *tmp = archetype::find (archname)->instance ();
1512 1605
1513 tmp->x = op->x; 1606 tmp->x = op->x;
1514 tmp->y = op->y; 1607 tmp->y = op->y;
1515 1608
1516 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1521{ 1614{
1522 if (where->env) 1615 if (where->env)
1523 return where->env->insert (this); 1616 return where->env->insert (this);
1524 else 1617 else
1525 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1619}
1620
1621// check whether we can put this into the map, respect max_volume, max_items
1622bool
1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1624{
1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1640 return false;
1526} 1641}
1527 1642
1528/* 1643/*
1529 * decrease(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1530 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1670 if (op->glow_radius && is_on_map ()) 1785 if (op->glow_radius && is_on_map ())
1671 { 1786 {
1672 update_stats (); 1787 update_stats ();
1673 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1674 } 1789 }
1675 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1790 else if (is_player ())
1676 // if this is a player's inventory, update stats 1791 // if this is a player's inventory, update stats
1677 update_stats (); 1792 contr->queue_stats_update ();
1678 1793
1679 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1680 1795
1681 return op; 1796 return op;
1682} 1797}
1700 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1701 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1702 * on top. 1817 * on top.
1703 */ 1818 */
1704int 1819int
1705check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1706{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1707 object *tmp; 1825 object *tmp;
1708 maptile *m = op->map; 1826 maptile *m = op->map;
1709 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1710 1828
1711 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1712 1830
1713 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1714 return 0;
1715 1832
1716 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1717 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1718 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1719 1836
1720 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1721 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1722 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1723 * as walking. 1840 * as walking.
1734 return 0; 1851 return 0;
1735 1852
1736 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1737 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1738 */ 1855 */
1739 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1740 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1741 {
1742 /* Trim the search when we find the first other spell effect
1743 * this helps performance so that if a space has 50 spell objects,
1744 * we don't need to check all of them.
1745 */
1746 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1747 break;
1748 } 1857 {
1858 next = tmp->below;
1749 1859
1750 for (; tmp; tmp = tmp->below)
1751 {
1752 if (tmp == op) 1860 if (tmp == op)
1753 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1754 1862
1755 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1756 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1757 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1758 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1759 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1760 */ 1868 */
1761 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1762 { 1870 {
1763 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1764 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1765 { 1873 {
1766
1767 float
1768 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1769 1875
1770 if (op->is_player ()) 1876 if (op->is_player ())
1771 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1772 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1773 diff /= 4.0; 1879 diff /= 4.0;
1774 1880
1775 op->speed_left -= diff; 1881 op->speed_left -= diff;
1776 } 1882 }
1777 } 1883 }
1778 1884
1779 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1780 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1781 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1782 { 1888 {
1889 if (tmp->type == EXIT && (flags & INS_NO_AUTO_EXIT)) //TODO: temporary, fix exits instead
1890 continue;
1891
1783 move_apply (tmp, op, originator); 1892 move_apply (tmp, op, originator);
1784 1893
1785 if (op->destroyed ()) 1894 if (op->destroyed ())
1786 return 1; 1895 return 1;
1787 1896
1899void 2008void
1900flag_inv (object *op, int flag) 2009flag_inv (object *op, int flag)
1901{ 2010{
1902 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2011 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1903 { 2012 {
1904 SET_FLAG (tmp, flag); 2013 tmp->set_flag (flag);
1905 flag_inv (tmp, flag); 2014 flag_inv (tmp, flag);
1906 } 2015 }
1907} 2016}
1908 2017
1909/* 2018/*
1912void 2021void
1913unflag_inv (object *op, int flag) 2022unflag_inv (object *op, int flag)
1914{ 2023{
1915 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2024 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 { 2025 {
1917 CLEAR_FLAG (tmp, flag); 2026 tmp->clr_flag (flag);
1918 unflag_inv (tmp, flag); 2027 unflag_inv (tmp, flag);
1919 } 2028 }
1920} 2029}
1921 2030
1922/* 2031/*
2112{ 2221{
2113 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2222 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2114} 2223}
2115 2224
2116/* 2225/*
2117 * find_dir_2(delta-x,delta-y) will return a direction in which 2226 * find_dir_2(delta-x,delta-y) will return a direction value
2118 * an object which has subtracted the x and y coordinates of another 2227 * for running into direct [dx, dy].
2119 * object, needs to travel toward it. 2228 * (the opposite of crossfire's find_dir_2!)
2120 */ 2229 */
2121int 2230int
2122find_dir_2 (int x, int y) 2231find_dir_2 (int x, int y)
2123{ 2232{
2233#if 1 // new algorithm
2234 // this works by putting x, y into 16 sectors, which
2235 // are not equal sized, but are a better approximation
2236 // then the old algorithm, and then using a mapping
2237 // table to map it into a direction value.
2238 // basically, it maps these comparisons to each bit
2239 // bit #3: x < 0
2240 // bit #2: y < 0
2241 // bit #1: x > y
2242 // bit #0: x > 2y
2243
2244 static const uint8 dir[16] = {
2245 4, 5, 4, 3,
2246 2, 1, 2, 3,
2247 6, 5, 6, 7,
2248 8, 1, 8, 7,
2249 };
2250 int sector = 0;
2251
2252 // this is a bit ugly, but more likely to result in branchless code
2253 sector |= x < 0 ? 8 : 0;
2254 x = x < 0 ? -x : x; // abs
2255
2256 sector |= y < 0 ? 4 : 0;
2257 y = y < 0 ? -y : y; // abs
2258
2259 if (x > y)
2260 {
2261 sector |= 2;
2262
2263 if (x > y * 2)
2264 sector |= 1;
2265 }
2266 else
2267 {
2268 if (y > x * 2)
2269 sector |= 1;
2270 else if (!y)
2271 return 0; // x == 0 here
2272 }
2273
2274 return dir [sector];
2275#else // old algorithm
2124 int q; 2276 int q;
2125 2277
2126 if (y) 2278 if (y)
2127 q = x * 100 / y; 2279 q = 128 * x / y;
2128 else if (x) 2280 else if (x)
2129 q = -300 * x; 2281 q = -512 * x; // to make it > 309
2130 else 2282 else
2131 return 0; 2283 return 0;
2132 2284
2133 if (y > 0) 2285 if (y > 0)
2134 { 2286 {
2135 if (q < -242) 2287 if (q < -309) return 7;
2288 if (q < -52) return 6;
2289 if (q < 52) return 5;
2290 if (q < 309) return 4;
2291
2136 return 3; 2292 return 3;
2137 if (q < -41) 2293 }
2138 return 2; 2294 else
2139 if (q < 41) 2295 {
2140 return 1; 2296 if (q < -309) return 3;
2141 if (q < 242) 2297 if (q < -52) return 2;
2142 return 8; 2298 if (q < 52) return 1;
2299 if (q < 309) return 8;
2300
2143 return 7; 2301 return 7;
2144 } 2302 }
2145 2303#endif
2146 if (q < -242)
2147 return 7;
2148 if (q < -41)
2149 return 6;
2150 if (q < 41)
2151 return 5;
2152 if (q < 242)
2153 return 4;
2154
2155 return 3;
2156} 2304}
2157 2305
2158/* 2306/*
2159 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2307 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2160 * between two directions (which are expected to be absolute (see absdir()) 2308 * between two directions (which are expected to be absolute (see absdir())
2161 */ 2309 */
2162int 2310int
2163dirdiff (int dir1, int dir2) 2311dirdiff (int dir1, int dir2)
2164{ 2312{
2165 int d;
2166
2167 d = abs (dir1 - dir2); 2313 int d = abs (dir1 - dir2);
2168 if (d > 4)
2169 d = 8 - d;
2170 2314
2171 return d; 2315 return d > 4 ? 8 - d : d;
2172} 2316}
2173 2317
2174/* peterm: 2318/* peterm:
2175 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2319 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2176 * Basically, this is a table of directions, and what directions 2320 * Basically, this is a table of directions, and what directions
2178 * This basically means that if direction is 15, then it could either go 2322 * This basically means that if direction is 15, then it could either go
2179 * direction 4, 14, or 16 to get back to where we are. 2323 * direction 4, 14, or 16 to get back to where we are.
2180 * Moved from spell_util.c to object.c with the other related direction 2324 * Moved from spell_util.c to object.c with the other related direction
2181 * functions. 2325 * functions.
2182 */ 2326 */
2183const int reduction_dir[SIZEOFFREE][3] = { 2327static const int reduction_dir[SIZEOFFREE][3] = {
2184 {0, 0, 0}, /* 0 */ 2328 {0, 0, 0}, /* 0 */
2185 {0, 0, 0}, /* 1 */ 2329 {0, 0, 0}, /* 1 */
2186 {0, 0, 0}, /* 2 */ 2330 {0, 0, 0}, /* 2 */
2187 {0, 0, 0}, /* 3 */ 2331 {0, 0, 0}, /* 3 */
2188 {0, 0, 0}, /* 4 */ 2332 {0, 0, 0}, /* 4 */
2282 * Add a check so we can't pick up invisible objects (0.93.8) 2426 * Add a check so we can't pick up invisible objects (0.93.8)
2283 */ 2427 */
2284int 2428int
2285can_pick (const object *who, const object *item) 2429can_pick (const object *who, const object *item)
2286{ 2430{
2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2431 return /*who->flag [FLAG_WIZ]|| */
2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2432 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2433 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2290} 2434}
2291 2435
2292/* 2436/*
2293 * create clone from object to another 2437 * create clone from object to another
2294 */ 2438 */
2459{ 2603{
2460 return map ? map->region (x, y) 2604 return map ? map->region (x, y)
2461 : region::default_region (); 2605 : region::default_region ();
2462} 2606}
2463 2607
2464const materialtype_t *
2465object::dominant_material () const
2466{
2467 if (materialtype_t *mt = name_to_material (materialname))
2468 return mt;
2469
2470 return name_to_material (shstr_unknown);
2471}
2472
2473void 2608void
2474object::open_container (object *new_container) 2609object::open_container (object *new_container)
2475{ 2610{
2476 if (container == new_container) 2611 if (container == new_container)
2477 return; 2612 return;
2511 // TODO: this does not seem to serve any purpose anymore? 2646 // TODO: this does not seem to serve any purpose anymore?
2512#if 0 2647#if 0
2513 // insert the "Close Container" object. 2648 // insert the "Close Container" object.
2514 if (archetype *closer = new_container->other_arch) 2649 if (archetype *closer = new_container->other_arch)
2515 { 2650 {
2516 object *closer = arch_to_object (new_container->other_arch); 2651 object *closer = new_container->other_arch->instance ();
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer); 2653 new_container->insert (closer);
2519 } 2654 }
2520#endif 2655#endif
2521 2656
2547 return splay (tmp); 2682 return splay (tmp);
2548 2683
2549 return 0; 2684 return 0;
2550} 2685}
2551 2686
2687//-GPL
2688
2689void
2690object::force_set_timer (int duration)
2691{
2692 this->duration = 1;
2693 this->speed_left = -1.f;
2694
2695 this->set_speed (duration ? 1.f / duration : 0.f);
2696}
2697
2552object * 2698object *
2553object::force_add (shstr_tmp name, int duration) 2699object::force_add (shstr_tmp name, int duration)
2554{ 2700{
2555 if (object *force = force_find (name)) 2701 if (object *force = force_find (name))
2556 force->destroy (); 2702 force->destroy ();
2557 2703
2558 object *force = get_archetype (FORCE_NAME); 2704 object *force = get_archetype (FORCE_NAME);
2559 2705
2560 force->slaying = name; 2706 force->slaying = name;
2561 force->stats.food = 1; 2707 force->force_set_timer (duration);
2562 force->speed_left = -1.f;
2563
2564 force->set_speed (duration ? 1.f / duration : 0.f);
2565 force->flag [FLAG_IS_USED_UP] = true;
2566 force->flag [FLAG_APPLIED] = true; 2708 force->flag [FLAG_APPLIED] = true;
2567 2709
2568 return insert (force); 2710 return insert (force);
2569} 2711}
2570 2712
2571void 2713void
2620 2762
2621 insert (force); 2763 insert (force);
2622 } 2764 }
2623} 2765}
2624 2766
2767void object::change_move_type (MoveType mt)
2768{
2769 if (move_type == mt)
2770 return;
2771
2772 if (is_on_map ())
2773 {
2774 // we are on the map, so handle move_on/off effects
2775 remove ();
2776 move_type = mt;
2777 map->insert (this, x, y, this);
2778 }
2779 else
2780 move_type = mt;
2781}
2782
2783/* object should be a player.
2784 * we return the object the player has marked with the 'mark' command
2785 * below. If no match is found (or object has changed), we return
2786 * NULL. We leave it up to the calling function to print messages if
2787 * nothing is found.
2788 */
2789object *
2790object::mark () const
2791{
2792 if (contr && contr->mark && contr->mark->env == this)
2793 return contr->mark;
2794 else
2795 return 0;
2796}
2797

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