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Comparing deliantra/server/common/object.C (file contents):
Revision 1.336 by root, Wed Apr 28 11:19:09 2010 UTC vs.
Revision 1.365 by root, Sat Nov 17 23:33:17 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * 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 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * 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 9 * 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 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * 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 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <stdio.h> 26#include <stdio.h>
45uint32_t object::create_count; 45uint32_t object::create_count;
46uint32_t object::destroy_count; 46uint32_t object::destroy_count;
47 47
48//+GPL 48//+GPL
49 49
50short freearr_x[SIZEOFFREE] = { 50int freearr_x[SIZEOFFREE] = {
51 0, 51 0,
52 0, 1, 1, 1, 0, -1, -1, -1, 52 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, 53 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 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}; 55};
56short freearr_y[SIZEOFFREE] = { 56int freearr_y[SIZEOFFREE] = {
57 0, 57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1, 58 -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, 59 -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 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}; 61};
71 9, 10, 13, 14, 17, 18, 21, 22, 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, 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 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}; 74};
75 75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
76static void 95static void
77write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
78{ 97{
79 CALL_BEGIN (2); 98 CALL_BEGIN (2);
80 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
214 233
215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
216static bool 235static bool
217compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
218{ 237{
219 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* 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 239 * objects with lists are rare, and lists stay short. If not, use a
221 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
222 */ 241 */
223 242
224 /* For each field in wants, */ 243 /* For each field in wants, */
225 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
226 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
227 return false; 246 return false;
228 247
229 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
230 return true; 249 return true;
231} 250}
255 */ 274 */
256bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
257{ 276{
258 /* A couple quick sanity checks */ 277 /* A couple quick sanity checks */
259 if (ob1 == ob2 278 if (ob1 == ob2
260 || ob1->type != ob2->type 279 || ob1->type != ob2->type
261 || ob1->value != ob2->value 280 || ob1->value != ob2->value
262 || ob1->name != ob2->name 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) 283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
264 return 0; 284 return 0;
265 285
266 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
267 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
331 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
332 * if it is valid. 352 * if it is valid.
333 */ 353 */
334 } 354 }
335 355
336 /* Don't merge objects that are applied. With the new 'body' code, 356 /* 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 357 * 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. 358 * some items equipped, and we don't want those to merge.
339 */ 359 */
340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
341 return 0; 361 return 0;
342 362
343 /* Note sure why the following is the case - either the object has to 363 /* 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 364 * be animated or have a very low speed. Is this an attempted monster
345 * check? 365 * check?
346 */ 366 */
347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
348 return 0; 368 return 0;
349 369
353 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
354 return 0; 374 return 0;
355 break; 375 break;
356 } 376 }
357 377
358 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
359 { 379 {
360 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
361 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
362 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
363 383
364 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
365 return 0; 385 return 0;
366 } 386 }
426 446
427 return 0; 447 return 0;
428} 448}
429 449
430// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
431static sint32 451static weight_t
432weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, weight_t weight)
433{ 453{
434 return op->type == CONTAINER 454 if (op->type == CONTAINER)
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 weight -= weight * op->stats.Str / 100;
436 : weight;
437}
438 456
457 return weight;
458}
459
439/* 460/*
440 * adjust_weight(object, weight) adds the specified weight to an object, 461 * subtracts, then adds, the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying. 462 * and also updates how much the environment(s) is/are carrying.
442 */ 463 */
443static void 464static void
444adjust_weight (object *op, sint32 weight) 465adjust_weight (object *op, weight_t sub, weight_t add)
445{ 466{
446 while (op) 467 while (op)
447 { 468 {
448 // adjust by actual difference to account for rounding errors 469 weight_t carrying = (weight_t)op->carrying
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 470 - weight_adjust_for (op, sub)
450 weight = weight_adjust_for (op, op->carrying + weight) 471 + weight_adjust_for (op, add);
451 - weight_adjust_for (op, op->carrying);
452 472
453 if (!weight) 473 sub = op->carrying;
454 return;
455
456 op->carrying += weight; 474 op->carrying = carrying;
475 add = op->carrying;
457 476
458 if (object *pl = op->visible_to ()) 477 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily 478 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op); 479 esrv_update_item (UPD_WEIGHT, pl, op);
461 480
469 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
470 */ 489 */
471void 490void
472object::update_weight () 491object::update_weight ()
473{ 492{
474 sint32 sum = 0; 493 weight_t sum = 0;
475 494
476 for (object *op = inv; op; op = op->below) 495 for (object *op = inv; op; op = op->below)
477 { 496 {
478 if (op->inv)
479 op->update_weight (); 497 op->update_weight ();
480 498
481 sum += op->total_weight (); 499 sum += weight_adjust_for (this, op->total_weight ());
482 } 500 }
483
484 sum = weight_adjust_for (this, sum);
485 501
486 if (sum != carrying) 502 if (sum != carrying)
487 { 503 {
488 if (carrying != sum)//D 504 if (carrying != sum && carrying)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n", 505 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ()); 506 (long long)sum, (long long)carrying, debug_desc ());
491 507
492 carrying = sum; 508 carrying = sum;
493 509
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return; 599 return;
584 } 600 }
585 601
586 this->owner = owner; 602 this->owner = owner;
587}
588
589/* Zero the key_values on op, decrementing the shared-string
590 * refcounts and freeing the links.
591 */
592static void
593free_key_values (object *op)
594{
595 for (key_value *i = op->key_values; i; )
596 {
597 key_value *next = i->next;
598 delete i;
599
600 i = next;
601 }
602
603 op->key_values = 0;
604} 603}
605 604
606/* 605/*
607 * copy_to first frees everything allocated by the dst object, 606 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second 607 * and then copies the contents of itself into the second
614void 613void
615object::copy_to (object *dst) 614object::copy_to (object *dst)
616{ 615{
617 dst->remove (); 616 dst->remove ();
618 *(object_copy *)dst = *this; 617 *(object_copy *)dst = *this;
618
619 // maybe move to object_copy?
620 dst->kv = kv;
621
619 dst->flag [FLAG_REMOVED] = true; 622 dst->flag [FLAG_REMOVED] = true;
620
621 /* Copy over key_values, if any. */
622 if (key_values)
623 {
624 key_value *tail = 0;
625 dst->key_values = 0;
626
627 for (key_value *i = key_values; i; i = i->next)
628 {
629 key_value *new_link = new key_value;
630
631 new_link->next = 0;
632 new_link->key = i->key;
633 new_link->value = i->value;
634
635 /* Try and be clever here, too. */
636 if (!dst->key_values)
637 {
638 dst->key_values = new_link;
639 tail = new_link;
640 }
641 else
642 {
643 tail->next = new_link;
644 tail = new_link;
645 }
646 }
647 }
648
649 dst->activate (); 623 dst->activate ();
650} 624}
651 625
652void 626void
653object::instantiate () 627object::instantiate ()
654{ 628{
655 if (!uuid.seq) // HACK 629 if (!uuid.seq) // HACK
656 uuid = UUID::gen (); 630 uuid = UUID::gen ();
657 631
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate 632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed) 633 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation 634 speed_left = - speed - rndm (); // TODO animation
661 else 635 else
662 speed_left = -1.; 636 speed_left = -1.;
663 637
664 /* copy the body_info to the body_used - this is only really 638 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything. 639 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting 640 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created 641 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped. 642 * for it, they can be properly equipped.
669 */ 643 */
670 for (int i = NUM_BODY_LOCATIONS; i--; ) 644 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
671 slot[i].used = slot[i].info; 645 slot[i].used = slot[i].info;
672 646
673 attachable::instantiate (); 647 attachable::instantiate ();
674} 648}
675 649
764 } 738 }
765 739
766 mapspace &m = op->ms (); 740 mapspace &m = op->ms ();
767 741
768 if (!(m.flags_ & P_UPTODATE)) 742 if (!(m.flags_ & P_UPTODATE))
769 /* nop */; 743 m.update_up (); // nothing to do except copy up
770 else if (action == UP_OBJ_INSERT) 744 else if (action == UP_OBJ_INSERT)
771 { 745 {
772#if 0 746#if 0
773 // this is likely overkill, TODO: revisit (schmorp) 747 // this is likely overkill, TODO: revisit (schmorp)
774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC)) 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
780 || (m.move_on | op->move_on ) != m.move_on 754 || (m.move_on | op->move_on ) != m.move_on
781 || (m.move_off | op->move_off ) != m.move_off 755 || (m.move_off | op->move_off ) != m.move_off
782 || (m.move_slow | op->move_slow) != m.move_slow 756 || (m.move_slow | op->move_slow) != m.move_slow
783 /* This isn't perfect, but I don't expect a lot of objects to 757 /* This isn't perfect, but I don't expect a lot of objects to
784 * have move_allow right now. 758 * have move_allow right now.
785 */ 759 */
786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate (); 761 m.invalidate ();
788#else 762#else
789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) 763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
795 * that is being removed. 769 * that is being removed.
796 */ 770 */
797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
798 m.invalidate (); 772 m.invalidate ();
799 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
800 /* Nothing to do for that case */ ; 774 m.update_up (); // nothing to do for that case, except copy up
801 else 775 else
802 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
803 777
804 if (op->more) 778 if (op->more)
805 update_object (op->more, action); 779 update_object (op->more, action);
816 790
817object::~object () 791object::~object ()
818{ 792{
819 unlink (); 793 unlink ();
820 794
821 free_key_values (this); 795 kv.clear ();
822} 796}
823 797
824void object::link () 798void object::link ()
825{ 799{
826 assert (!index);//D 800 assert (!index);//D
869 op->activate_recursive (); 843 op->activate_recursive ();
870} 844}
871 845
872/* This function removes object 'op' from the list of active 846/* This function removes object 'op' from the list of active
873 * objects. 847 * objects.
874 * This should only be used for style maps or other such 848 * This should only be used for style maps or other such
875 * reference maps where you don't want an object that isn't 849 * reference maps where you don't want an object that isn't
876 * in play chewing up cpu time getting processed. 850 * in play chewing up cpu time getting processed.
877 * The reverse of this is to call update_ob_speed, which 851 * The reverse of this is to call update_ob_speed, which
878 * will do the right thing based on the speed of the object. 852 * will do the right thing based on the speed of the object.
879 */ 853 */
925 * if some form of movement is allowed, let objects 899 * if some form of movement is allowed, let objects
926 * drop on that space. 900 * drop on that space.
927 */ 901 */
928 if (!drop_to_ground 902 if (!drop_to_ground
929 || !map 903 || !map
930 || map->in_memory != MAP_ACTIVE 904 || !map->linkable ()
931 || map->no_drop 905 || map->no_drop
932 || ms ().move_block == MOVE_ALL) 906 || ms ().move_block == MOVE_ALL)
933 { 907 {
934 while (inv) 908 while (inv)
935 inv->destroy (); 909 inv->destroy ();
1032 1006
1033 freelist = li; 1007 freelist = li;
1034 ++free_count; 1008 ++free_count;
1035} 1009}
1036 1010
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void 1011void
1057object::do_destroy () 1012object::do_destroy ()
1058{ 1013{
1059 if (flag [FLAG_IS_LINKED]) 1014 if (flag [FLAG_IS_LINKED])
1060 remove_link (); 1015 remove_link ();
1133 flag [FLAG_REMOVED] = true; 1088 flag [FLAG_REMOVED] = true;
1134 1089
1135 if (more) 1090 if (more)
1136 more->remove (); 1091 more->remove ();
1137 1092
1138 /* 1093 /*
1139 * In this case, the object to be removed is in someones 1094 * In this case, the object to be removed is in someones
1140 * inventory. 1095 * inventory.
1141 */ 1096 */
1142 if (env) 1097 if (env)
1143 { 1098 {
1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1145 if (object *pl = visible_to ()) 1100 if (object *pl = visible_to ())
1146 esrv_del_item (pl->contr, count); 1101 esrv_del_item (pl->contr, count);
1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1148 1103
1149 adjust_weight (env, -total_weight ()); 1104 adjust_weight (env, total_weight (), 0);
1150 1105
1151 object *pl = in_player (); 1106 object *pl = in_player ();
1152 1107
1153 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
1154 * the map, but we don't actually do that - it is up 1109 * the map, but we don't actually do that - it is up
1168 1123
1169 if (pl && pl->is_player ()) 1124 if (pl && pl->is_player ())
1170 { 1125 {
1171 if (expect_false (pl->contr->combat_ob == this)) 1126 if (expect_false (pl->contr->combat_ob == this))
1172 { 1127 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY); 1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1174 pl->contr->combat_ob = 0; 1129 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); 1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 } 1131 }
1177 1132
1178 if (expect_false (pl->contr->ranged_ob == this)) 1133 if (expect_false (pl->contr->ranged_ob == this))
1179 { 1134 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY); 1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1181 pl->contr->ranged_ob = 0; 1136 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); 1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 } 1138 }
1184 1139
1185 pl->contr->queue_stats_update (); 1140 pl->contr->queue_stats_update ();
1225 1180
1226 above = 0; 1181 above = 0;
1227 below = 0; 1182 below = 0;
1228 1183
1229 ms.invalidate (); 1184 ms.invalidate ();
1230
1231 if (map->in_memory == MAP_SAVING)
1232 return;
1233 1185
1234 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1235 1187
1236 if (object *pl = ms.player ()) 1188 if (object *pl = ms.player ())
1237 { 1189 {
1372{ 1324{
1373 op->remove (); 1325 op->remove ();
1374 1326
1375 if (m == &freed_map)//D TODO: remove soon 1327 if (m == &freed_map)//D TODO: remove soon
1376 {//D 1328 {//D
1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1378 }//D 1330 }//D
1379 1331
1380 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1381 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1382 * need extra work 1334 * need extra work
1451 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1452 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1454 * floor, we want to insert above that and no further. 1406 * floor, we want to insert above that and no further.
1455 * Also, if there are spell objects on this space, we stop processing 1407 * Also, if there are spell objects on this space, we stop processing
1456 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1457 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1458 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1459 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1460 */ 1412 */
1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1587 1539
1588 return op; 1540 return op;
1589} 1541}
1590 1542
1591/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1592 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1593 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1594 */ 1546 */
1595void 1547void
1596replace_insert_ob_in_map (shstr_tmp archname, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1597{ 1549{
1629 if (!items // testing !items ensures we can drop at least one item 1581 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items 1582 || (items < m->max_items
1631 && ms.volume () < m->max_volume)) 1583 && ms.volume () < m->max_volume))
1632 return true; 1584 return true;
1633 1585
1634 if (originator && originator->is_player ()) 1586 if (originator)
1635 originator->contr->failmsgf ( 1587 originator->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.>", 1588 "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 () 1589 query_name ()
1638 ); 1590 );
1639 1591
1640 return false; 1592 return false;
1641} 1593}
1655 1607
1656 nr = min (nr, nrof); 1608 nr = min (nr, nrof);
1657 1609
1658 if (nrof > nr) 1610 if (nrof > nr)
1659 { 1611 {
1612 weight_t oweight = total_weight ();
1613
1660 nrof -= nr; 1614 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662 1615
1663 if (object *pl = visible_to ()) 1616 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this); 1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 adjust_weight (env, oweight, total_weight ());
1665 1620
1666 return true; 1621 return true;
1667 } 1622 }
1668 else 1623 else
1669 { 1624 {
1723/* 1678/*
1724 * env->insert (op) 1679 * env->insert (op)
1725 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1726 * inside the object environment. 1681 * inside the object environment.
1727 * 1682 *
1728 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1729 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1730 */ 1685 */
1731object * 1686object *
1732object::insert (object *op) 1687object::insert (object *op)
1733{ 1688{
1744 if (op->nrof) 1699 if (op->nrof)
1745 for (object *tmp = inv; tmp; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1746 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1747 { 1702 {
1748 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1749 (client needs the original object) */ 1704 (client prefers the original object) */
1705
1706 // carrying must be 0 for mergable objects
1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1708
1750 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1751 1710
1752 if (object *pl = tmp->visible_to ()) 1711 if (object *pl = tmp->visible_to ())
1753 esrv_update_item (UPD_NROF, pl, tmp); 1712 esrv_update_item (UPD_NROF, pl, tmp);
1754 1713
1755 adjust_weight (this, op->total_weight ()); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1756 1715
1757 op->destroy (); 1716 op->destroy ();
1758 op = tmp; 1717 op = tmp;
1759 goto inserted; 1718 goto inserted;
1760 } 1719 }
1776 op->flag [FLAG_REMOVED] = 0; 1735 op->flag [FLAG_REMOVED] = 0;
1777 1736
1778 if (object *pl = op->visible_to ()) 1737 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op); 1738 esrv_send_item (pl, op);
1780 1739
1781 adjust_weight (this, op->total_weight ()); 1740 adjust_weight (this, 0, op->total_weight ());
1782 1741
1783inserted: 1742inserted:
1784 /* reset the light list and los of the players on the map */ 1743 /* reset the light list and los of the players on the map */
1785 if (op->glow_radius && is_on_map ()) 1744 if (op->glow_radius && is_on_map ())
1786 { 1745 {
1849 */ 1808 */
1850 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1809 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1851 return 0; 1810 return 0;
1852 1811
1853 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1854 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1855 */ 1814 */
1856 for (object *next, *tmp = ms.top; tmp; tmp = next) 1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1857 { 1816 {
1858 next = tmp->below; 1817 next = tmp->below;
1859 1818
2043 * inform the caller. However, insert_ob_in_map will update as 2002 * inform the caller. However, insert_ob_in_map will update as
2044 * necessary, so the caller shouldn't need to do any special work. 2003 * necessary, so the caller shouldn't need to do any special work.
2045 * Note - updated to take an object instead of archetype - this is necessary 2004 * Note - updated to take an object instead of archetype - this is necessary
2046 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2047 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2048 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2049 * customized, changed states, etc. 2008 * customized, changed states, etc.
2050 */ 2009 */
2051int 2010int
2052find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2053{ 2012{
2054 int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
2055 int index = 0, flag; 2014 int index = 0;
2056 2015
2057 for (int i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2058 { 2017 {
2059 mapxy pos (m, x, y); pos.move (i); 2018 mapxy pos (m, x, y); pos.move (i);
2060 2019
2076 continue; 2035 continue;
2077 } 2036 }
2078 2037
2079 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
2080 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
2081 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
2082 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
2083 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
2084 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
2085 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
2086 */ 2045 */
2116 */ 2075 */
2117int 2076int
2118find_first_free_spot (const object *ob, maptile *m, int x, int y) 2077find_first_free_spot (const object *ob, maptile *m, int x, int y)
2119{ 2078{
2120 for (int i = 0; i < SIZEOFFREE; i++) 2079 for (int i = 0; i < SIZEOFFREE; i++)
2121 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2080 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2122 return i; 2081 return i;
2123 2082
2124 return -1; 2083 return -1;
2125} 2084}
2126 2085
2137 2096
2138 while (--end) 2097 while (--end)
2139 swap (arr [end], arr [rndm (end + 1)]); 2098 swap (arr [end], arr [rndm (end + 1)]);
2140} 2099}
2141 2100
2142/* new function to make monster searching more efficient, and effective! 2101/* new function to make monster searching more efficient, and effective!
2143 * This basically returns a randomized array (in the passed pointer) of 2102 * This basically returns a randomized array (in the passed pointer) of
2144 * the spaces to find monsters. In this way, it won't always look for 2103 * the spaces to find monsters. In this way, it won't always look for
2145 * monsters to the north first. However, the size of the array passed 2104 * monsters to the north first. However, the size of the array passed
2146 * covers all the spaces, so within that size, all the spaces within 2105 * covers all the spaces, so within that size, all the spaces within
2147 * the 3x3 area will be searched, just not in a predictable order. 2106 * the 3x3 area will be searched, just not in a predictable order.
2172 * there is capable of. 2131 * there is capable of.
2173 */ 2132 */
2174int 2133int
2175find_dir (maptile *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2176{ 2135{
2177 int max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2178 MoveType move_type; 2137 MoveType move_type;
2179 2138
2180 if (exclude && exclude->head_ () != exclude) 2139 if (exclude && exclude->head_ () != exclude)
2181 { 2140 {
2182 exclude = exclude->head; 2141 exclude = exclude->head;
2391 int mflags; 2350 int mflags;
2392 2351
2393 if (dir < 0) 2352 if (dir < 0)
2394 return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2395 2354
2396 dx = x + freearr_x[dir]; 2355 dx = x + DIRX (dir);
2397 dy = y + freearr_y[dir]; 2356 dy = y + DIRY (dir);
2398 2357
2399 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2358 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2400 2359
2401 /* This functional arguably was incorrect before - it was 2360 /* This functional arguably was incorrect before - it was
2402 * checking for P_WALL - that was basically seeing if 2361 * checking for P_WALL - that was basically seeing if
2433 return /*who->flag [FLAG_WIZ]|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2434 (item->weight > 0 && !item->flag [FLAG_NO_PICK] && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2435 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2436} 2395}
2437 2396
2397//-GPL
2398
2438/* 2399/*
2439 * create clone from object to another 2400 * create clone from object to another
2440 */ 2401 */
2441object * 2402object *
2442object::deep_clone () 2403object::deep_clone ()
2472 return tmp; 2433 return tmp;
2473 2434
2474 return 0; 2435 return 0;
2475} 2436}
2476 2437
2438/* Zero the key_values on op, decrementing the shared-string
2439 * refcounts and freeing the links.
2440 */
2441void
2442key_values::clear ()
2443{
2444 for (key_value *kvp = first; kvp; )
2445 {
2446 key_value *next = kvp->next;
2447 delete kvp;
2448 kvp = next;
2449 }
2450
2451 first = 0;
2452}
2453
2477shstr_tmp 2454shstr_tmp
2478object::kv_get (shstr_tmp key) const 2455key_values::get (shstr_tmp key) const
2479{ 2456{
2480 for (key_value *kv = key_values; kv; kv = kv->next) 2457 for (key_value *kv = first; kv; kv = kv->next)
2481 if (kv->key == key) 2458 if (kv->key == key)
2482 return kv->value; 2459 return kv->value;
2483 2460
2484 return shstr (); 2461 return shstr ();
2485} 2462}
2486 2463
2487void 2464void
2465key_values::add (shstr_tmp key, shstr_tmp value)
2466{
2467 key_value *kv = new key_value;
2468
2469 kv->next = first;
2470 kv->key = key;
2471 kv->value = value;
2472
2473 first = kv;
2474}
2475
2476void
2488object::kv_set (shstr_tmp key, shstr_tmp value) 2477key_values::set (shstr_tmp key, shstr_tmp value)
2489{ 2478{
2490 for (key_value *kv = key_values; kv; kv = kv->next) 2479 for (key_value *kv = first; kv; kv = kv->next)
2491 if (kv->key == key) 2480 if (kv->key == key)
2492 { 2481 {
2493 kv->value = value; 2482 kv->value = value;
2494 return; 2483 return;
2495 } 2484 }
2496 2485
2497 key_value *kv = new key_value; 2486 add (key, value);
2498
2499 kv->next = key_values;
2500 kv->key = key;
2501 kv->value = value;
2502
2503 key_values = kv;
2504} 2487}
2505 2488
2506void 2489void
2507object::kv_del (shstr_tmp key) 2490key_values::del (shstr_tmp key)
2508{ 2491{
2509 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2510 if ((*kvp)->key == key) 2493 if ((*kvp)->key == key)
2511 { 2494 {
2512 key_value *kv = *kvp; 2495 key_value *kv = *kvp;
2513 *kvp = (*kvp)->next; 2496 *kvp = (*kvp)->next;
2514 delete kv; 2497 delete kv;
2515 return; 2498 return;
2516 } 2499 }
2500}
2501
2502void
2503key_values::reverse ()
2504{
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2509 {
2510 key_value *node = head;
2511 head = head->next;
2512 node->next = prev;
2513 prev = node;
2514 }
2515
2516 first = prev;
2517}
2518
2519key_values &
2520key_values::operator =(const key_values &kv)
2521{
2522 clear ();
2523
2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value);
2526
2527 reverse ();
2517} 2528}
2518 2529
2519object::depth_iterator::depth_iterator (object *container) 2530object::depth_iterator::depth_iterator (object *container)
2520: iterator_base (container) 2531: iterator_base (container)
2521{ 2532{
2604object::region () const 2615object::region () const
2605{ 2616{
2606 return map ? map->region (x, y) 2617 return map ? map->region (x, y)
2607 : region::default_region (); 2618 : region::default_region ();
2608} 2619}
2620
2621//+GPL
2609 2622
2610void 2623void
2611object::open_container (object *new_container) 2624object::open_container (object *new_container)
2612{ 2625{
2613 if (container == new_container) 2626 if (container == new_container)
2671 } 2684 }
2672// else if (!old_container->env && contr && contr->ns) 2685// else if (!old_container->env && contr && contr->ns)
2673// contr->ns->floorbox_reset (); 2686// contr->ns->floorbox_reset ();
2674} 2687}
2675 2688
2689//-GPL
2690
2691// prefetch some flat area around the player
2692static void
2693prefetch_surrounding_area (object *op, maptile *map, int range)
2694{
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2700 {
2701 rect->m->touch ();
2702 rect->m->activate ();
2703 }
2704}
2705
2706// prefetch a generous area around the player, also up and down
2707void
2708object::prefetch_surrounding_maps ()
2709{
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717}
2718
2719//+GPL
2720
2676object * 2721object *
2677object::force_find (shstr_tmp name) 2722object::force_find (shstr_tmp name)
2678{ 2723{
2679 /* cycle through his inventory to look for the MARK we want to 2724 /* cycle through his inventory to look for the MARK we want to
2680 * place 2725 * place
2681 */ 2726 */
2682 for (object *tmp = inv; tmp; tmp = tmp->below) 2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2683 if (tmp->type == FORCE && tmp->slaying == name) 2728 if (tmp->type == FORCE && tmp->slaying == name)
2684 return splay (tmp); 2729 return splay (tmp);
2685 2730
2686 return 0; 2731 return 0;
2687} 2732}
2688 2733
2689//-GPL
2690
2691void 2734void
2692object::force_set_timer (int duration) 2735object::force_set_timer (int duration)
2693{ 2736{
2694 this->duration = 1; 2737 this->duration = 1;
2695 this->speed_left = -1.f; 2738 this->speed_left = -1.f;
2701object::force_add (shstr_tmp name, int duration) 2744object::force_add (shstr_tmp name, int duration)
2702{ 2745{
2703 if (object *force = force_find (name)) 2746 if (object *force = force_find (name))
2704 force->destroy (); 2747 force->destroy ();
2705 2748
2706 object *force = get_archetype (FORCE_NAME); 2749 object *force = archetype::get (FORCE_NAME);
2707 2750
2708 force->slaying = name; 2751 force->slaying = name;
2709 force->force_set_timer (duration); 2752 force->force_set_timer (duration);
2710 force->flag [FLAG_APPLIED] = true; 2753 force->flag [FLAG_APPLIED] = true;
2711 2754
2795 return contr->mark; 2838 return contr->mark;
2796 else 2839 else
2797 return 0; 2840 return 0;
2798} 2841}
2799 2842
2843// put marked object first in the inventory
2844// this is used by identify-like spells so players can influence
2845// the order a bit.
2846void
2847object::splay_marked ()
2848{
2849 if (object *marked = mark ())
2850 splay (marked);
2851}
2852

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