--- deliantra/server/common/object.C 2009/02/21 06:25:46 1.283 +++ deliantra/server/common/object.C 2010/04/23 09:22:46 1.334 @@ -1,22 +1,23 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team - * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen * - * Deliantra is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . * * The authors can be reached via e-mail to */ @@ -27,7 +28,6 @@ #include #include #include -#include #include @@ -39,6 +39,14 @@ objectvec objects; activevec actives; +freelist_item *object::freelist; +uint32_t object::object_count; +uint32_t object::free_count; +uint32_t object::create_count; +uint32_t object::destroy_count; + +//+GPL + short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, @@ -51,12 +59,6 @@ -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 }; -int maxfree[SIZEOFFREE] = { - 0, - 9, 10, 13, 14, 17, 18, 21, 22, - 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, - 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 -}; int freedir[SIZEOFFREE] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, @@ -64,6 +66,13 @@ 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 }; +static int maxfree[SIZEOFFREE] = { + 0, + 9, 10, 13, 14, 17, 18, 21, 22, + 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, + 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 +}; + static void write_uuid (uval64 skip, bool sync) { @@ -75,7 +84,7 @@ } static void -read_uuid (void) +read_uuid () { char filename[MAX_BUF]; @@ -99,7 +108,7 @@ _exit (1); } - UUID::BUF buf; + char buf [UUID::MAX_LEN]; buf[0] = 0; fgets (buf, sizeof (buf), fp); @@ -138,6 +147,71 @@ read_uuid (); } +bool +UUID::parse (const char *s) +{ + if (*s++ != '<' || *s++ != '1' || *s++ != '.') + return false; + + seq = 0; + + while (*s != '>') + { + if (*s < '0') + return false; + + // this gives nice branchless code with gcc + assert ('0' < 'a' && '0' == 48 && 'a' == 97); + int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15; + + seq = (seq << 4) | digit; + + ++s; + } + + return true; +} + +char * +UUID::append (char *buf) const +{ + *buf++ = '<'; + *buf++ = '1'; + *buf++ = '.'; + + uint64_t seq = this->seq; + const int bits = 64; + char nz = 0; + static const char tohex [] = "0123456789abcdef"; + + // assert (len >= 3 + bits / 4 + 1 + 1); + for (int i = bits / 4; --i; ) + { + uint8_t digit = seq >> (bits - 4); + + *buf = tohex [digit]; + nz |= digit; + buf += nz ? 1 : 0; + seq <<= 4; + } + + // last digit is special - always emit + uint8_t digit = seq >> (bits - 4); + *buf++ = tohex [digit]; + + *buf++ = '>'; + + return buf; +} + +char * +UUID::c_str () const +{ + static char buf [MAX_LEN]; + *append (buf) = 0; + return buf; +} + /* Returns TRUE if every key_values in wants has a partner with the same value in has. */ static bool compare_ob_value_lists_one (const object *wants, const object *has) @@ -181,12 +255,12 @@ */ bool object::can_merge_slow (object *ob1, object *ob2) { - /* A couple quicksanity checks */ + /* A couple quick sanity checks */ if (ob1 == ob2 || ob1->type != ob2->type - || ob1->speed != ob2->speed || ob1->value != ob2->value - || ob1->name != ob2->name) + || ob1->name != ob2->name + || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) return 0; /* Do not merge objects if nrof would overflow, assume nrof @@ -200,11 +274,11 @@ * are not equal - just if it has been identified, the been_applied * flags lose any meaning. */ - if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) - SET_FLAG (ob1, FLAG_BEEN_APPLIED); + if (ob1->flag [FLAG_IDENTIFIED]) + ob1->set_flag (FLAG_BEEN_APPLIED); - if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) - SET_FLAG (ob2, FLAG_BEEN_APPLIED); + if (ob2->flag [FLAG_IDENTIFIED]) + ob2->set_flag (FLAG_BEEN_APPLIED); if (ob1->arch->archname != ob2->arch->archname || ob1->name != ob2->name @@ -217,9 +291,9 @@ || ob1->skill != ob2->skill || ob1->value != ob2->value || ob1->animation_id != ob2->animation_id - || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other + || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other || ob1->client_type != ob2->client_type - || ob1->materialname != ob2->materialname + || ob1->material != ob2->material || ob1->lore != ob2->lore || ob1->subtype != ob2->subtype || ob1->move_type != ob2->move_type @@ -228,7 +302,7 @@ || ob1->move_on != ob2->move_on || ob1->move_off != ob2->move_off || ob1->move_slow != ob2->move_slow - || ob1->move_slow_penalty != ob2->move_slow_penalty + || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f) || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) return 0; @@ -263,14 +337,14 @@ * it is possible for most any character to have more than one of * some items equipped, and we don't want those to merge. */ - if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) + if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) return 0; /* Note sure why the following is the case - either the object has to * be animated or have a very low speed. Is this an attempted monster * check? */ - if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) + if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) return 0; switch (ob1->type) @@ -330,13 +404,13 @@ return env; // else a player could have our env open - object *envest = env->outer_env (); + object *envest = env->outer_env_or_self (); // the player itself is always on a map, so we will find him here // even if our inv is in a player. if (envest->is_on_map ()) if (object *pl = envest->ms ().player ()) - if (pl->container == env) + if (pl->container_ () == env) return pl; } else @@ -344,8 +418,8 @@ // maybe there is a player standing on the same mapspace // this will catch the case where "this" is a player if (object *pl = ms ().player ()) - if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) - || this == pl->container) + if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look) + || pl->container_ () == this) return pl; } } @@ -373,8 +447,8 @@ { // adjust by actual difference to account for rounding errors // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct - weight = weight_adjust_for (op, op->carrying) - - weight_adjust_for (op, op->carrying - weight); + weight = weight_adjust_for (op, op->carrying + weight) + - weight_adjust_for (op, op->carrying); if (!weight) return; @@ -411,6 +485,10 @@ if (sum != carrying) { + if (carrying != sum)//D + LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n", + (long long)sum, (long long)carrying, debug_desc ()); + carrying = sum; if (object *pl = visible_to ()) @@ -433,27 +511,10 @@ return freezer.as_string (); } -/* - * get_nearest_part(multi-object, object 2) returns the part of the - * multi-object 1 which is closest to the second object. - * If it's not a multi-object, it is returned. - */ -object * -get_nearest_part (object *op, const object *pl) +char * +object::as_string () { - object *tmp, *closest; - int last_dist, i; - - if (!op->more) - return op; - - for (last_dist = distance (op, pl), closest = op, tmp = op->more; - tmp; - tmp = tmp->more) - if ((i = distance (tmp, pl)) < last_dist) - closest = tmp, last_dist = i; - - return closest; + return dump_object (this); } /* @@ -471,6 +532,21 @@ } /* + * Returns the object which has the uuid equal to the argument. + * MOAR VERRRY slow. + */ + +object * +find_object_uuid (UUID i) +{ + for_all_objects (op) + if (op->uuid == i) + return op; + + return 0; +} + +/* * Returns the first object which has a name equal to the argument. * Used only by the patch command, but not all that useful. * Enables features like "patch food 999" @@ -510,72 +586,6 @@ this->owner = owner; } -int -object::slottype () const -{ - if (type == SKILL) - { - if (IS_COMBAT_SKILL (subtype)) return slot_combat; - if (IS_RANGED_SKILL (subtype)) return slot_ranged; - } - else - { - if (slot [body_combat].info) return slot_combat; - if (slot [body_range ].info) return slot_ranged; - } - - return slot_none; -} - -bool -object::change_weapon (object *ob) -{ - if (current_weapon == ob) - return true; - - if (chosen_skill) - chosen_skill->flag [FLAG_APPLIED] = false; - - current_weapon = ob; - chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); - - if (chosen_skill) - chosen_skill->flag [FLAG_APPLIED] = true; - - update_stats (); - - if (ob) - { - // now check wether any body locations became invalid, in which case - // we cannot apply the weapon at the moment. - for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) - if (slot[i].used < 0) - { - current_weapon = chosen_skill = 0; - update_stats (); - - new_draw_info_format (NDI_UNIQUE, 0, this, - "You try to balance all your items at once, " - "but the %s is just too much for your body. " - "[You need to unapply some items first.]", &ob->name); - return false; - } - - //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); - } - else - ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); - - if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) - { - LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", - &name, ob->debug_desc ()); - return false; - } - - return true; -} - /* Zero the key_values on op, decrementing the shared-string * refcounts and freeing the links. */ @@ -636,9 +646,6 @@ } } - if (speed < 0) - dst->speed_left -= rndm (); - dst->activate (); } @@ -648,7 +655,12 @@ if (!uuid.seq) // HACK uuid = UUID::gen (); - speed_left = -0.1f; + // TODO: unclean state changes, should nt be done in copy_to AND instantiate + if (flag [FLAG_RANDOM_SPEED] && speed) + speed_left = - speed - rndm (); // TODO animation + else + speed_left = -1.; + /* copy the body_info to the body_used - this is only really * need for monsters, but doesn't hurt to do it for everything. * by doing so, when a monster is created, it has good starting @@ -666,6 +678,11 @@ { object *neu = create (); copy_to (neu); + + // TODO: unclean state changes, should not be done in clone AND instantiate + if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed) + neu->speed_left = - neu->speed - rndm (); // TODO animation + neu->map = map; // not copied by copy_to return neu; } @@ -678,7 +695,7 @@ void update_turn_face (object *op) { - if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) + if (!op->flag [FLAG_IS_TURNABLE] || !op->arch) return; SET_ANIMATION (op, op->direction); @@ -693,12 +710,6 @@ void object::set_speed (float speed) { - if (flag [FLAG_FREED] && speed) - { - LOG (llevError, "Object %s is freed but has speed.\n", &name); - speed = 0; - } - this->speed = speed; if (has_active_speed ()) @@ -758,13 +769,14 @@ /* nop */; else if (action == UP_OBJ_INSERT) { +#if 0 // this is likely overkill, TODO: revisit (schmorp) - if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) - || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) + if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW)) + || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC)) || (op->is_player () && !(m.flags_ & P_PLAYER)) || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) - || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) - || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) + || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE)) + || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC)) || (m.move_on | op->move_on ) != m.move_on || (m.move_off | op->move_off ) != m.move_off || (m.move_slow | op->move_slow) != m.move_slow @@ -772,8 +784,11 @@ * have move_allow right now. */ || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block - || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) m.invalidate (); +#else + // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) + m.invalidate (); +#endif } /* if the object is being removed, we can't make intelligent * decisions, because remove_ob can't really pass the object @@ -792,10 +807,11 @@ object::object () { - SET_FLAG (this, FLAG_REMOVED); + this->set_flag (FLAG_REMOVED); - expmul = 1.0; - face = blank_face; + //expmul = 1.0; declared const for the time being + face = blank_face; + material = MATERIAL_NULL; } object::~object () @@ -805,16 +821,16 @@ free_key_values (this); } -static int object_count; - void object::link () { assert (!index);//D uuid = UUID::gen (); - count = ++object_count; refcnt_inc (); objects.insert (this); + + ++create_count; + } void object::unlink () @@ -822,6 +838,8 @@ if (!index) return; + ++destroy_count; + objects.erase (this); refcnt_dec (); } @@ -833,11 +851,13 @@ if (active) return; - if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D - if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp - if (has_active_speed ()) - actives.insert (this); + { + if (flag [FLAG_FREED]) + LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D + + actives.insert (this); + } } void @@ -933,25 +953,97 @@ } } -object *object::create () +/* + * Remove and free all objects in the inventory of the given object. + * Unlike destroy_inv, this assumes the *this is destroyed as well + * well, so we can (and have to!) take shortcuts. + */ +void +object::destroy_inv_fast () { - object *op = new object; + while (object *op = inv) + { + // remove from object the fast way + op->flag [FLAG_REMOVED] = true; + op->env = 0; + if ((inv = inv->below)) + inv->above = 0; + + // then destroy + op->destroy (); + } +} + +void +object::freelist_free (int count) +{ + while (count-- && freelist) + { + freelist_item *next = freelist->next; + // count is being "destroyed" + + sfree ((char *)freelist, sizeof (object)); + + freelist = next; + --free_count; + } +} + +object * +object::create () +{ + object *op; + + if (freelist) + { + freelist_item li = *freelist; + memset (freelist, 0, sizeof (object)); + + op = new (freelist) object; + op->count = li.count; + + freelist = li.next; + --free_count; + } + else + { + void *ni = salloc0 (sizeof (object)); + + op = new(ni) object; + + op->count = ++object_count; + } + op->link (); + return op; } +void +object::do_delete () +{ + uint32_t count = this->count; + + this->~object (); + + freelist_item *li = (freelist_item *)this; + li->next = freelist; + li->count = count; + + freelist = li; + ++free_count; +} + static struct freed_map : maptile { freed_map () + : maptile (3, 3) { path = ""; name = "/internal/freed_objects_map"; - width = 3; - height = 3; no_drop = 1; no_reset = 1; - alloc (); in_memory = MAP_ACTIVE; } @@ -1012,7 +1104,7 @@ return; } - destroy_inv (false); + destroy_inv_fast (); if (is_head ()) if (sound_destroy) @@ -1033,9 +1125,6 @@ void object::do_remove () { - object *tmp, *last = 0; - object *otmp; - if (flag [FLAG_REMOVED]) return; @@ -1077,18 +1166,27 @@ below = 0; env = 0; - /* NO_FIX_PLAYER is set when a great many changes are being - * made to players inventory. If set, avoiding the call - * to save cpu time. - */ - if (pl) - if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))) - { - pl->update_stats (); + if (pl && pl->is_player ()) + { + if (expect_false (pl->contr->combat_ob == this)) + { + pl->apply (pl->contr->combat_ob, AP_UNAPPLY); + pl->contr->combat_ob = 0; + if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); + } - if (glow_radius && pl->is_on_map ()) - update_all_los (pl->map, pl->x, pl->y); - } + if (expect_false (pl->contr->ranged_ob == this)) + { + pl->apply (pl->contr->ranged_ob, AP_UNAPPLY); + pl->contr->ranged_ob = 0; + if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); + } + + pl->contr->queue_stats_update (); + + if (expect_false (glow_radius) && pl->is_on_map ()) + update_all_los (pl->map, pl->x, pl->y); + } } else if (map) { @@ -1111,13 +1209,13 @@ --map->players; map->touch (); } - else if (pl->container == this) + else if (pl->container_ () == this) { // removing a container should close it close_container (); } - - esrv_del_item (pl->contr, count); + else + esrv_del_item (pl->contr, count); } /* link the object above us */ @@ -1137,7 +1235,7 @@ if (object *pl = ms.player ()) { - if (pl->container == this) + if (pl->container_ () == this) /* If a container that the player is currently using somehow gets * removed (most likely destroyed), update the player view * appropriately. @@ -1151,25 +1249,20 @@ pl->contr->ns->floorbox_update (); } - for (tmp = ms.bot; tmp; tmp = tmp->above) - { - /* No point updating the players look faces if he is the object - * being removed. - */ - - /* See if object moving off should effect something */ - if (check_walk_off - && ((move_type & tmp->move_off) - && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) - { - move_apply (tmp, this, 0); + if (check_walk_off) + for (object *above, *tmp = ms.bot; tmp; tmp = above) + { + above = tmp->above; - if (destroyed ()) - LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); - } + /* No point updating the players look faces if he is the object + * being removed. + */ - last = tmp; - } + /* See if object moving off should effect something */ + if ((move_type & tmp->move_off) + && (move_type & ~tmp->move_off & ~tmp->move_block) == 0) + move_apply (tmp, this, 0); + } if (affects_los ()) update_all_los (map, x, y); @@ -1223,7 +1316,7 @@ for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) { - object *op = arch_to_object (at); + object *op = at->instance (); op->name = name; op->name_pl = name_pl; @@ -1271,7 +1364,7 @@ * * Return value: * new object if 'op' was merged with other object - * NULL if 'op' was destroyed + * NULL if there was an error (destroyed, blocked etc.) * just 'op' otherwise */ object * @@ -1318,11 +1411,11 @@ tmp->destroy (); } - CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ - CLEAR_FLAG (op, FLAG_INV_LOCKED); + op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ + op->clr_flag (FLAG_INV_LOCKED); - if (!QUERY_FLAG (op, FLAG_ALIVE)) - CLEAR_FLAG (op, FLAG_NO_STEAL); + if (!op->flag [FLAG_ALIVE]) + op->clr_flag (FLAG_NO_STEAL); if (flag & INS_BELOW_ORIGINATOR) { @@ -1367,10 +1460,10 @@ */ for (object *tmp = ms.bot; tmp; tmp = tmp->above) { - if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) + if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR]) floor = tmp; - if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) + if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR]) { /* We insert above top, so we want this object below this */ top = tmp->below; @@ -1398,7 +1491,7 @@ object *last; for (last = top; last != floor; last = last->below) - if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) + if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT)) break; /* Check to see if we found the object that blocks view, @@ -1479,16 +1572,16 @@ */ /* if this is not the head or flag has been passed, don't check walk on status */ - if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) + if (!(flag & INS_NO_WALK_ON) && op->is_head ()) { - if (check_move_on (op, originator)) + if (check_move_on (op, originator, flag)) return 0; - /* If we are a multi part object, lets work our way through the check + /* If we are a multi part object, let's work our way through the check * walk on's. */ for (object *tmp = op->more; tmp; tmp = tmp->more) - if (check_move_on (tmp, originator)) + if (check_move_on (tmp, originator, flag)) return 0; } @@ -1508,7 +1601,7 @@ if (tmp->arch->archname == archname) /* same archetype */ tmp->destroy (); - object *tmp = arch_to_object (archetype::find (archname)); + object *tmp = archetype::find (archname)->instance (); tmp->x = op->x; tmp->y = op->y; @@ -1525,6 +1618,28 @@ return where->map->insert (this, where->x, where->y, originator, flags); } +// check whether we can put this into the map, respect max_volume, max_items +bool +object::can_drop_at (maptile *m, int x, int y, object *originator) +{ + mapspace &ms = m->at (x, y); + + int items = ms.items (); + + if (!items // testing !items ensures we can drop at least one item + || (items < m->max_items + && ms.volume () < m->max_volume)) + return true; + + if (originator && originator->is_player ()) + originator->contr->failmsgf ( + "No matter how hard you try, you just cannot put the %s here H", + query_name () + ); + + return false; +} + /* * decrease(object, number) decreases a specified number from * the amount of an object. If the amount reaches 0, the object @@ -1672,9 +1787,9 @@ update_stats (); update_all_los (map, x, y); } - else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) + else if (is_player ()) // if this is a player's inventory, update stats - update_stats (); + contr->queue_stats_update (); INVOKE_OBJECT (INSERT, this); @@ -1702,20 +1817,22 @@ * on top. */ int -check_move_on (object *op, object *originator) +check_move_on (object *op, object *originator, int flags) { + if (op->flag [FLAG_NO_APPLY]) + return 0; + object *tmp; maptile *m = op->map; int x = op->x, y = op->y; - MoveType move_on, move_slow, move_block; + mapspace &ms = m->at (x, y); - if (QUERY_FLAG (op, FLAG_NO_APPLY)) - return 0; + ms.update (); - move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); - move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); - move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); + MoveType move_on = ms.move_on; + MoveType move_slow = ms.move_slow; + MoveType move_block = ms.move_block; /* if nothing on this space will slow op down or be applied, * no need to do checking below. have to make sure move_type @@ -1736,19 +1853,10 @@ /* The objects have to be checked from top to bottom. * Hence, we first go to the top: */ - - for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above) + for (object *next, *tmp = ms.top; tmp; tmp = next) { - /* Trim the search when we find the first other spell effect - * this helps performance so that if a space has 50 spell objects, - * we don't need to check all of them. - */ - if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) - break; - } + next = tmp->below; - for (; tmp; tmp = tmp->below) - { if (tmp == op) continue; /* Can't apply yourself */ @@ -1758,18 +1866,16 @@ * space doesn't slow down swimming (for example), if you can't actually * swim on that space, can't use it to avoid the penalty. */ - if (!QUERY_FLAG (op, FLAG_WIZPASS)) + if (!op->flag [FLAG_WIZPASS]) { if ((!op->move_type && tmp->move_slow & MOVE_WALK) || ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { - - float - diff = tmp->move_slow_penalty * fabs (op->speed); + float diff = tmp->move_slow_penalty * fabs (op->speed); if (op->is_player ()) - if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || - (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) + if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) || + (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN))) diff /= 4.0; op->speed_left -= diff; @@ -1780,6 +1886,9 @@ if ((!op->move_type && tmp->move_on & MOVE_WALK) || ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) { + if (tmp->type == EXIT && (flags & INS_NO_AUTO_EXIT)) //TODO: temporary, fix exits instead + continue; + move_apply (tmp, op, originator); if (op->destroyed ()) @@ -1901,7 +2010,7 @@ { for (object *tmp = op->inv; tmp; tmp = tmp->below) { - SET_FLAG (tmp, flag); + tmp->set_flag (flag); flag_inv (tmp, flag); } } @@ -1914,7 +2023,7 @@ { for (object *tmp = op->inv; tmp; tmp = tmp->below) { - CLEAR_FLAG (tmp, flag); + tmp->clr_flag (flag); unflag_inv (tmp, flag); } } @@ -2114,45 +2223,84 @@ } /* - * find_dir_2(delta-x,delta-y) will return a direction in which - * an object which has subtracted the x and y coordinates of another - * object, needs to travel toward it. + * find_dir_2(delta-x,delta-y) will return a direction value + * for running into direct [dx, dy]. + * (the opposite of crossfire's find_dir_2!) */ int find_dir_2 (int x, int y) { +#if 1 // new algorithm + // this works by putting x, y into 16 sectors, which + // are not equal sized, but are a better approximation + // then the old algorithm, and then using a mapping + // table to map it into a direction value. + // basically, it maps these comparisons to each bit + // bit #3: x < 0 + // bit #2: y < 0 + // bit #1: x > y + // bit #0: x > 2y + + static const uint8 dir[16] = { + 4, 5, 4, 3, + 2, 1, 2, 3, + 6, 5, 6, 7, + 8, 1, 8, 7, + }; + int sector = 0; + + // this is a bit ugly, but more likely to result in branchless code + sector |= x < 0 ? 8 : 0; + x = x < 0 ? -x : x; // abs + + sector |= y < 0 ? 4 : 0; + y = y < 0 ? -y : y; // abs + + if (x > y) + { + sector |= 2; + + if (x > y * 2) + sector |= 1; + } + else + { + if (y > x * 2) + sector |= 1; + else if (!y) + return 0; // x == 0 here + } + + return dir [sector]; +#else // old algorithm int q; if (y) - q = x * 100 / y; + q = 128 * x / y; else if (x) - q = -300 * x; + q = -512 * x; // to make it > 309 else return 0; if (y > 0) { - if (q < -242) - return 3; - if (q < -41) - return 2; - if (q < 41) - return 1; - if (q < 242) - return 8; - return 7; - } + if (q < -309) return 7; + if (q < -52) return 6; + if (q < 52) return 5; + if (q < 309) return 4; - if (q < -242) - return 7; - if (q < -41) - return 6; - if (q < 41) - return 5; - if (q < 242) - return 4; + return 3; + } + else + { + if (q < -309) return 3; + if (q < -52) return 2; + if (q < 52) return 1; + if (q < 309) return 8; - return 3; + return 7; + } +#endif } /* @@ -2162,13 +2310,9 @@ int dirdiff (int dir1, int dir2) { - int d; - - d = abs (dir1 - dir2); - if (d > 4) - d = 8 - d; + int d = abs (dir1 - dir2); - return d; + return d > 4 ? 8 - d : d; } /* peterm: @@ -2180,7 +2324,7 @@ * Moved from spell_util.c to object.c with the other related direction * functions. */ -const int reduction_dir[SIZEOFFREE][3] = { +static const int reduction_dir[SIZEOFFREE][3] = { {0, 0, 0}, /* 0 */ {0, 0, 0}, /* 1 */ {0, 0, 0}, /* 2 */ @@ -2284,9 +2428,9 @@ int can_pick (const object *who, const object *item) { - return /*QUERY_FLAG(who,FLAG_WIZ)|| */ - (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && - !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); + return /*who->flag [FLAG_WIZ]|| */ + (item->weight > 0 && !item->flag [FLAG_NO_PICK] && + !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); } /* @@ -2461,15 +2605,6 @@ : region::default_region (); } -const materialtype_t * -object::dominant_material () const -{ - if (materialtype_t *mt = name_to_material (materialname)) - return mt; - - return name_to_material (shstr_unknown); -} - void object::open_container (object *new_container) { @@ -2513,7 +2648,7 @@ // insert the "Close Container" object. if (archetype *closer = new_container->other_arch) { - object *closer = arch_to_object (new_container->other_arch); + object *closer = new_container->other_arch->instance (); closer->flag [FLAG_NO_MAP_SAVE] = 1; new_container->insert (closer); } @@ -2549,6 +2684,17 @@ return 0; } +//-GPL + +void +object::force_set_timer (int duration) +{ + this->duration = 1; + this->speed_left = -1.f; + + this->set_speed (duration ? 1.f / duration : 0.f); +} + object * object::force_add (shstr_tmp name, int duration) { @@ -2557,13 +2703,9 @@ object *force = get_archetype (FORCE_NAME); - force->slaying = name; - force->stats.food = 1; - force->speed_left = -1.f; - - force->set_speed (duration ? 1.f / duration : 0.f); - force->flag [FLAG_IS_USED_UP] = true; - force->flag [FLAG_APPLIED] = true; + force->slaying = name; + force->force_set_timer (duration); + force->flag [FLAG_APPLIED] = true; return insert (force); } @@ -2622,3 +2764,34 @@ } } +void object::change_move_type (MoveType mt) +{ + if (move_type == mt) + return; + + if (is_on_map ()) + { + // we are on the map, so handle move_on/off effects + remove (); + move_type = mt; + map->insert (this, x, y, this); + } + else + move_type = mt; +} + +/* object should be a player. + * we return the object the player has marked with the 'mark' command + * below. If no match is found (or object has changed), we return + * NULL. We leave it up to the calling function to print messages if + * nothing is found. + */ +object * +object::mark () const +{ + if (contr && contr->mark && contr->mark->env == this) + return contr->mark; + else + return 0; +} +