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Comparing deliantra/server/common/object.C (file contents):
Revision 1.285 by root, Tue Sep 1 20:56:05 2009 UTC vs.
Revision 1.342 by sf-kernelpanic, Sun Apr 10 20:30:53 2011 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
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
67static void 95static void
68write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
69{ 97{
70 CALL_BEGIN (2); 98 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 102 CALL_END;
75} 103}
76 104
77static void 105static void
78read_uuid (void) 106read_uuid ()
79{ 107{
80 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
81 109
82 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
83 111
97 125
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 127 _exit (1);
100 } 128 }
101 129
102 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 131 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
105 133
106 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
107 { 135 {
134 162
135void 163void
136UUID::init () 164UUID::init ()
137{ 165{
138 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
139} 232}
140 233
141/* 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. */
142static bool 235static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
179 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
180 * check weight 273 * check weight
181 */ 274 */
182bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
183{ 276{
184 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
185 if (ob1 == ob2 278 if (ob1 == ob2
186 || ob1->type != ob2->type 279 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value 280 || ob1->value != ob2->value
189 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
190 return 0; 284 return 0;
191 285
192 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof) 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * This is to the comparison of the flags below will be OK. We 292 * 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 293 * 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 294 * are not equal - just if it has been identified, the been_applied
201 * flags lose any meaning. 295 * flags lose any meaning.
202 */ 296 */
203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
204 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
205 299
206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
207 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
208 302
209 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
210 || ob1->name != ob2->name 304 || ob1->name != ob2->name
211 || ob1->title != ob2->title 305 || ob1->title != ob2->title
212 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
215 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
216 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
217 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
218 || ob1->value != ob2->value 312 || ob1->value != ob2->value
219 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
221 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
222 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
223 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
224 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
225 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
226 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
227 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
228 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
229 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0; 328 return 0;
235 329
236 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
261 355
262 /* 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,
263 * 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
264 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
265 */ 359 */
266 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
267 return 0; 361 return 0;
268 362
269 /* Note sure why the following is the case - either the object has to 363 /* 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 364 * be animated or have a very low speed. Is this an attempted monster
271 * check? 365 * check?
272 */ 366 */
273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
274 return 0; 368 return 0;
275 369
276 switch (ob1->type) 370 switch (ob1->type)
277 { 371 {
278 case SCROLL: 372 case SCROLL:
334 428
335 // the player itself is always on a map, so we will find him here 429 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 430 // even if our inv is in a player.
337 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 433 if (pl->container_ () == env)
340 return pl; 434 return pl;
341 } 435 }
342 else 436 else
343 { 437 {
344 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 442 || pl->container_ () == this)
349 return pl; 443 return pl;
350 } 444 }
351 } 445 }
352 446
353 return 0; 447 return 0;
354} 448}
355 449
356// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
357static sint32 451static uint32
358weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
359{ 453{
360 return op->type == CONTAINER 454 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
362 : weight; 456 : weight;
363} 457}
364 458
365/* 459/*
366 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
368 */ 462 */
369static void 463static void
370adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
371{ 465{
372 while (op) 466 while (op)
373 { 467 {
374 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378 469
379 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
380 return; 471 op->carrying += weight_adjust_for (op, add);
381
382 op->carrying += weight;
383 472
384 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
387 476
477 sub = ocarrying;
478 add = op->carrying;
479
388 op = op->env; 480 op = op->env;
389 } 481 }
390} 482}
391 483
392/* 484/*
399{ 491{
400 sint32 sum = 0; 492 sint32 sum = 0;
401 493
402 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
403 { 495 {
404 if (op->inv)
405 op->update_weight (); 496 op->update_weight ();
406 497
407 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
408 } 499 }
409
410 sum = weight_adjust_for (this, sum);
411 500
412 if (sum != carrying) 501 if (sum != carrying)
413 { 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
414 carrying = sum; 507 carrying = sum;
415 508
416 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
431 object_freezer freezer; 524 object_freezer freezer;
432 op->write (freezer); 525 op->write (freezer);
433 return freezer.as_string (); 526 return freezer.as_string ();
434} 527}
435 528
436/* 529char *
437 * get_nearest_part(multi-object, object 2) returns the part of the 530object::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{ 531{
444 object *tmp, *closest; 532 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} 533}
458 534
459/* 535/*
460 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow. 537 * VERRRY slow.
463object * 539object *
464find_object (tag_t i) 540find_object (tag_t i)
465{ 541{
466 for_all_objects (op) 542 for_all_objects (op)
467 if (op->count == i) 543 if (op->count == i)
544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
468 return op; 559 return op;
469 560
470 return 0; 561 return 0;
471} 562}
472 563
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return; 598 return;
508 } 599 }
509 600
510 this->owner = owner; 601 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} 602}
578 603
579/* Zero the key_values on op, decrementing the shared-string 604/* Zero the key_values on op, decrementing the shared-string
580 * refcounts and freeing the links. 605 * refcounts and freeing the links.
581 */ 606 */
634 tail = new_link; 659 tail = new_link;
635 } 660 }
636 } 661 }
637 } 662 }
638 663
639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate (); 664 dst->activate ();
643} 665}
644 666
645void 667void
646object::instantiate () 668object::instantiate ()
647{ 669{
648 if (!uuid.seq) // HACK 670 if (!uuid.seq) // HACK
649 uuid = UUID::gen (); 671 uuid = UUID::gen ();
650 672
673 // TODO: unclean state changes, should not be done in copy_to AND instantiate
674 if (flag [FLAG_RANDOM_SPEED] && speed)
675 speed_left = - speed - rndm (); // TODO animation
676 else
651 speed_left = -0.1f; 677 speed_left = -1.;
678
652 /* copy the body_info to the body_used - this is only really 679 /* 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. 680 * 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 681 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created 682 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped. 683 * for it, they can be properly equipped.
664object * 691object *
665object::clone () 692object::clone ()
666{ 693{
667 object *neu = create (); 694 object *neu = create ();
668 copy_to (neu); 695 copy_to (neu);
696
697 // TODO: unclean state changes, should not be done in clone AND instantiate
698 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
699 neu->speed_left = - neu->speed - rndm (); // TODO animation
700
669 neu->map = map; // not copied by copy_to 701 neu->map = map; // not copied by copy_to
670 return neu; 702 return neu;
671} 703}
672 704
673/* 705/*
676 * be called to update the face variable, _and_ how it looks on the map. 708 * be called to update the face variable, _and_ how it looks on the map.
677 */ 709 */
678void 710void
679update_turn_face (object *op) 711update_turn_face (object *op)
680{ 712{
681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 713 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
682 return; 714 return;
683 715
684 SET_ANIMATION (op, op->direction); 716 SET_ANIMATION (op, op->direction);
685 update_object (op, UP_OBJ_FACE); 717 update_object (op, UP_OBJ_FACE);
686} 718}
691 * This function needs to be called whenever the speed of an object changes. 723 * This function needs to be called whenever the speed of an object changes.
692 */ 724 */
693void 725void
694object::set_speed (float speed) 726object::set_speed (float speed)
695{ 727{
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; 728 this->speed = speed;
703 729
704 if (has_active_speed ()) 730 if (has_active_speed ())
705 activate (); 731 activate ();
706 else 732 else
756 782
757 if (!(m.flags_ & P_UPTODATE)) 783 if (!(m.flags_ & P_UPTODATE))
758 /* nop */; 784 /* nop */;
759 else if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
760 { 786 {
787#if 0
761 // this is likely overkill, TODO: revisit (schmorp) 788 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 789 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 790 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
764 || (op->is_player () && !(m.flags_ & P_PLAYER)) 791 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 793 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 794 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
768 || (m.move_on | op->move_on ) != m.move_on 795 || (m.move_on | op->move_on ) != m.move_on
769 || (m.move_off | op->move_off ) != m.move_off 796 || (m.move_off | op->move_off ) != m.move_off
770 || (m.move_slow | op->move_slow) != m.move_slow 797 || (m.move_slow | op->move_slow) != m.move_slow
771 /* This isn't perfect, but I don't expect a lot of objects to 798 /* This isn't perfect, but I don't expect a lot of objects to
772 * have move_allow right now. 799 * have move_allow right now.
773 */ 800 */
774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 801 || ((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 (); 802 m.invalidate ();
803#else
804 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
805 m.invalidate ();
806#endif
777 } 807 }
778 /* if the object is being removed, we can't make intelligent 808 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 809 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 810 * that is being removed.
781 */ 811 */
790 update_object (op->more, action); 820 update_object (op->more, action);
791} 821}
792 822
793object::object () 823object::object ()
794{ 824{
795 SET_FLAG (this, FLAG_REMOVED); 825 this->set_flag (FLAG_REMOVED);
796 826
797 //expmul = 1.0; declared const for the time being 827 //expmul = 1.0; declared const for the time being
798 face = blank_face; 828 face = blank_face;
829 material = MATERIAL_NULL;
799} 830}
800 831
801object::~object () 832object::~object ()
802{ 833{
803 unlink (); 834 unlink ();
804 835
805 free_key_values (this); 836 free_key_values (this);
806} 837}
807
808static int object_count;
809 838
810void object::link () 839void object::link ()
811{ 840{
812 assert (!index);//D 841 assert (!index);//D
813 uuid = UUID::gen (); 842 uuid = UUID::gen ();
814 count = ++object_count;
815 843
816 refcnt_inc (); 844 refcnt_inc ();
817 objects.insert (this); 845 objects.insert (this);
846
847 ++create_count;
848
818} 849}
819 850
820void object::unlink () 851void object::unlink ()
821{ 852{
822 if (!index) 853 if (!index)
823 return; 854 return;
855
856 ++destroy_count;
824 857
825 objects.erase (this); 858 objects.erase (this);
826 refcnt_dec (); 859 refcnt_dec ();
827} 860}
828 861
831{ 864{
832 /* If already on active list, don't do anything */ 865 /* If already on active list, don't do anything */
833 if (active) 866 if (active)
834 return; 867 return;
835 868
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 ()) 869 if (has_active_speed ())
870 {
871 if (flag [FLAG_FREED])
872 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
873
840 actives.insert (this); 874 actives.insert (this);
875 }
841} 876}
842 877
843void 878void
844object::activate_recursive () 879object::activate_recursive ()
845{ 880{
931 map->insert (op, x, y); 966 map->insert (op, x, y);
932 } 967 }
933 } 968 }
934} 969}
935 970
971/*
972 * Remove and free all objects in the inventory of the given object.
973 * Unlike destroy_inv, this assumes the *this is destroyed as well
974 * well, so we can (and have to!) take shortcuts.
975 */
976void
977object::destroy_inv_fast ()
978{
979 while (object *op = inv)
980 {
981 // remove from object the fast way
982 op->flag [FLAG_REMOVED] = true;
983 op->env = 0;
984 if ((inv = inv->below))
985 inv->above = 0;
986
987 // then destroy
988 op->destroy ();
989 }
990}
991
992void
993object::freelist_free (int count)
994{
995 while (count-- && freelist)
996 {
997 freelist_item *next = freelist->next;
998 // count is being "destroyed"
999
1000 sfree ((char *)freelist, sizeof (object));
1001
1002 freelist = next;
1003 --free_count;
1004 }
1005}
1006
1007object *
936object *object::create () 1008object::create ()
937{ 1009{
938 object *op = new object; 1010 object *op;
1011
1012 if (freelist)
1013 {
1014 freelist_item li = *freelist;
1015 memset (freelist, 0, sizeof (object));
1016
1017 op = new (freelist) object;
1018 op->count = li.count;
1019
1020 freelist = li.next;
1021 --free_count;
1022 }
1023 else
1024 {
1025 void *ni = salloc0<char> (sizeof (object));
1026
1027 op = new(ni) object;
1028
1029 op->count = ++object_count;
1030 }
1031
939 op->link (); 1032 op->link ();
1033
940 return op; 1034 return op;
941} 1035}
942 1036
1037void
1038object::do_delete ()
1039{
1040 uint32_t count = this->count;
1041
1042 this->~object ();
1043
1044 freelist_item *li = (freelist_item *)this;
1045 li->next = freelist;
1046 li->count = count;
1047
1048 freelist = li;
1049 ++free_count;
1050}
1051
943static struct freed_map : maptile 1052static struct freed_map : maptile
944{ 1053{
945 freed_map () 1054 freed_map ()
1055 : maptile (3, 3)
946 { 1056 {
947 path = "<freed objects map>"; 1057 path = "<freed objects map>";
948 name = "/internal/freed_objects_map"; 1058 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1; 1059 no_drop = 1;
952 no_reset = 1; 1060 no_reset = 1;
953 1061
954 alloc ();
955 in_memory = MAP_ACTIVE; 1062 in_memory = MAP_ACTIVE;
956 } 1063 }
957 1064
958 ~freed_map () 1065 ~freed_map ()
959 { 1066 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1117 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (); 1118 head->destroy ();
1012 return; 1119 return;
1013 } 1120 }
1014 1121
1015 destroy_inv (false); 1122 destroy_inv_fast ();
1016 1123
1017 if (is_head ()) 1124 if (is_head ())
1018 if (sound_destroy) 1125 if (sound_destroy)
1019 play_sound (sound_destroy); 1126 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1127 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1138 * the previous environment.
1032 */ 1139 */
1033void 1140void
1034object::do_remove () 1141object::do_remove ()
1035{ 1142{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1143 if (flag [FLAG_REMOVED])
1040 return; 1144 return;
1041 1145
1042 INVOKE_OBJECT (REMOVE, this); 1146 INVOKE_OBJECT (REMOVE, this);
1043 1147
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1159 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ()) 1160 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1161 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1162 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1163
1060 adjust_weight (env, -total_weight ()); 1164 adjust_weight (env, total_weight (), 0);
1061 1165
1062 object *pl = in_player (); 1166 object *pl = in_player ();
1063 1167
1064 /* we set up values so that it could be inserted into 1168 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1169 * the map, but we don't actually do that - it is up
1075 1179
1076 above = 0; 1180 above = 0;
1077 below = 0; 1181 below = 0;
1078 env = 0; 1182 env = 0;
1079 1183
1080 /* NO_FIX_PLAYER is set when a great many changes are being 1184 if (pl && pl->is_player ())
1081 * made to players inventory. If set, avoiding the call
1082 * to save cpu time.
1083 */ 1185 {
1084 if (pl) 1186 if (expect_false (pl->contr->combat_ob == this))
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 { 1187 {
1087 pl->update_stats (); 1188 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1189 pl->contr->combat_ob = 0;
1190 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1191 }
1088 1192
1193 if (expect_false (pl->contr->ranged_ob == this))
1194 {
1195 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1196 pl->contr->ranged_ob = 0;
1197 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1198 }
1199
1200 pl->contr->queue_stats_update ();
1201
1089 if (glow_radius && pl->is_on_map ()) 1202 if (expect_false (glow_radius) && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y); 1203 update_all_los (pl->map, pl->x, pl->y);
1091 } 1204 }
1092 } 1205 }
1093 else if (map) 1206 else if (map)
1094 { 1207 {
1095 map->dirty = true; 1208 map->dirty = true;
1096 mapspace &ms = this->ms (); 1209 mapspace &ms = this->ms ();
1109 close_container (); 1222 close_container ();
1110 1223
1111 --map->players; 1224 --map->players;
1112 map->touch (); 1225 map->touch ();
1113 } 1226 }
1114 else if (pl->container == this) 1227 else if (pl->container_ () == this)
1115 { 1228 {
1116 // removing a container should close it 1229 // removing a container should close it
1117 close_container (); 1230 close_container ();
1118 } 1231 }
1119 1232 else
1120 esrv_del_item (pl->contr, count); 1233 esrv_del_item (pl->contr, count);
1121 } 1234 }
1122 1235
1123 /* link the object above us */ 1236 /* link the object above us */
1124 // re-link, make sure compiler can easily use cmove 1237 // re-link, make sure compiler can easily use cmove
1125 *(above ? &above->below : &ms.top) = below; 1238 *(above ? &above->below : &ms.top) = below;
1135 1248
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1249 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1250
1138 if (object *pl = ms.player ()) 1251 if (object *pl = ms.player ())
1139 { 1252 {
1140 if (pl->container == this) 1253 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1254 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1255 * removed (most likely destroyed), update the player view
1143 * appropriately. 1256 * appropriately.
1144 */ 1257 */
1145 pl->close_container (); 1258 pl->close_container ();
1149 //TODO: update floorbox to preserve ordering 1262 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1263 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1264 pl->contr->ns->floorbox_update ();
1152 } 1265 }
1153 1266
1267 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1268 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1269 {
1270 above = tmp->above;
1271
1156 /* No point updating the players look faces if he is the object 1272 /* No point updating the players look faces if he is the object
1157 * being removed. 1273 * being removed.
1158 */ 1274 */
1159 1275
1160 /* See if object moving off should effect something */ 1276 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1277 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1278 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1279 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 } 1280 }
1170
1171 last = tmp;
1172 }
1173 1281
1174 if (affects_los ()) 1282 if (affects_los ())
1175 update_all_los (map, x, y); 1283 update_all_los (map, x, y);
1176 } 1284 }
1177} 1285}
1221 1329
1222 object *prev = this; 1330 object *prev = this;
1223 1331
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1332 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 { 1333 {
1226 object *op = arch_to_object (at); 1334 object *op = at->instance ();
1227 1335
1228 op->name = name; 1336 op->name = name;
1229 op->name_pl = name_pl; 1337 op->name_pl = name_pl;
1230 op->title = title; 1338 op->title = title;
1231 1339
1269 * Passing 0 for flag gives proper default values, so flag really only needs 1377 * Passing 0 for flag gives proper default values, so flag really only needs
1270 * to be set if special handling is needed. 1378 * to be set if special handling is needed.
1271 * 1379 *
1272 * Return value: 1380 * Return value:
1273 * new object if 'op' was merged with other object 1381 * new object if 'op' was merged with other object
1274 * NULL if 'op' was destroyed 1382 * NULL if there was an error (destroyed, blocked etc.)
1275 * just 'op' otherwise 1383 * just 'op' otherwise
1276 */ 1384 */
1277object * 1385object *
1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1386insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279{ 1387{
1316 // from here :/ 1424 // from here :/
1317 op->nrof += tmp->nrof; 1425 op->nrof += tmp->nrof;
1318 tmp->destroy (); 1426 tmp->destroy ();
1319 } 1427 }
1320 1428
1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1429 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1322 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1430 op->clr_flag (FLAG_INV_LOCKED);
1323 1431
1324 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1432 if (!op->flag [FLAG_ALIVE])
1325 CLEAR_FLAG (op, FLAG_NO_STEAL); 1433 op->clr_flag (FLAG_NO_STEAL);
1326 1434
1327 if (flag & INS_BELOW_ORIGINATOR) 1435 if (flag & INS_BELOW_ORIGINATOR)
1328 { 1436 {
1329 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1437 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1330 { 1438 {
1365 * when lots of spells are cast in one area. Currently, it is presumed 1473 * when lots of spells are cast in one area. Currently, it is presumed
1366 * that flying non pickable objects are spell objects. 1474 * that flying non pickable objects are spell objects.
1367 */ 1475 */
1368 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1476 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1369 { 1477 {
1370 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1478 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1371 floor = tmp; 1479 floor = tmp;
1372 1480
1373 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1481 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1374 { 1482 {
1375 /* We insert above top, so we want this object below this */ 1483 /* We insert above top, so we want this object below this */
1376 top = tmp->below; 1484 top = tmp->below;
1377 break; 1485 break;
1378 } 1486 }
1396 && (op->face && !faces [op->face].visibility)) 1504 && (op->face && !faces [op->face].visibility))
1397 { 1505 {
1398 object *last; 1506 object *last;
1399 1507
1400 for (last = top; last != floor; last = last->below) 1508 for (last = top; last != floor; last = last->below)
1401 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1509 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1402 break; 1510 break;
1403 1511
1404 /* Check to see if we found the object that blocks view, 1512 /* Check to see if we found the object that blocks view,
1405 * and make sure we have a below pointer for it so that 1513 * and make sure we have a below pointer for it so that
1406 * we can get inserted below this one, which requires we 1514 * we can get inserted below this one, which requires we
1477 * blocked() and wall() work properly), and these flags are updated by 1585 * blocked() and wall() work properly), and these flags are updated by
1478 * update_object(). 1586 * update_object().
1479 */ 1587 */
1480 1588
1481 /* if this is not the head or flag has been passed, don't check walk on status */ 1589 /* 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) 1590 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1483 { 1591 {
1484 if (check_move_on (op, originator)) 1592 if (check_move_on (op, originator, flag))
1485 return 0; 1593 return 0;
1486 1594
1487 /* If we are a multi part object, lets work our way through the check 1595 /* If we are a multi part object, let's work our way through the check
1488 * walk on's. 1596 * walk on's.
1489 */ 1597 */
1490 for (object *tmp = op->more; tmp; tmp = tmp->more) 1598 for (object *tmp = op->more; tmp; tmp = tmp->more)
1491 if (check_move_on (tmp, originator)) 1599 if (check_move_on (tmp, originator, flag))
1492 return 0; 1600 return 0;
1493 } 1601 }
1494 1602
1495 return op; 1603 return op;
1496} 1604}
1506 1614
1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1615 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1508 if (tmp->arch->archname == archname) /* same archetype */ 1616 if (tmp->arch->archname == archname) /* same archetype */
1509 tmp->destroy (); 1617 tmp->destroy ();
1510 1618
1511 object *tmp = arch_to_object (archetype::find (archname)); 1619 object *tmp = archetype::find (archname)->instance ();
1512 1620
1513 tmp->x = op->x; 1621 tmp->x = op->x;
1514 tmp->y = op->y; 1622 tmp->y = op->y;
1515 1623
1516 insert_ob_in_map (tmp, op->map, op, 0); 1624 insert_ob_in_map (tmp, op->map, op, 0);
1521{ 1629{
1522 if (where->env) 1630 if (where->env)
1523 return where->env->insert (this); 1631 return where->env->insert (this);
1524 else 1632 else
1525 return where->map->insert (this, where->x, where->y, originator, flags); 1633 return where->map->insert (this, where->x, where->y, originator, flags);
1634}
1635
1636// check whether we can put this into the map, respect max_volume, max_items
1637bool
1638object::can_drop_at (maptile *m, int x, int y, object *originator)
1639{
1640 mapspace &ms = m->at (x, y);
1641
1642 int items = ms.items ();
1643
1644 if (!items // testing !items ensures we can drop at least one item
1645 || (items < m->max_items
1646 && ms.volume () < m->max_volume))
1647 return true;
1648
1649 if (originator && originator->is_player ())
1650 originator->contr->failmsgf (
1651 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1652 query_name ()
1653 );
1654
1655 return false;
1526} 1656}
1527 1657
1528/* 1658/*
1529 * decrease(object, number) decreases a specified number from 1659 * decrease(object, number) decreases a specified number from
1530 * the amount of an object. If the amount reaches 0, the object 1660 * the amount of an object. If the amount reaches 0, the object
1540 1670
1541 nr = min (nr, nrof); 1671 nr = min (nr, nrof);
1542 1672
1543 if (nrof > nr) 1673 if (nrof > nr)
1544 { 1674 {
1675 sint64 oweight = total_weight ();
1676
1545 nrof -= nr; 1677 nrof -= nr;
1546 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1547 1678
1548 if (object *pl = visible_to ()) 1679 if (object *pl = visible_to ())
1549 esrv_update_item (UPD_NROF, pl, this); 1680 esrv_update_item (UPD_NROF, pl, this);
1681
1682 adjust_weight (env, oweight, total_weight ());
1550 1683
1551 return true; 1684 return true;
1552 } 1685 }
1553 else 1686 else
1554 { 1687 {
1629 if (op->nrof) 1762 if (op->nrof)
1630 for (object *tmp = inv; tmp; tmp = tmp->below) 1763 for (object *tmp = inv; tmp; tmp = tmp->below)
1631 if (object::can_merge (tmp, op)) 1764 if (object::can_merge (tmp, op))
1632 { 1765 {
1633 /* return the original object and remove inserted object 1766 /* return the original object and remove inserted object
1634 (client needs the original object) */ 1767 (client prefers the original object) */
1768
1769 // carring must be 0 for mergable objects
1770 sint64 oweight = tmp->weight * tmp->nrof;
1771
1635 tmp->nrof += op->nrof; 1772 tmp->nrof += op->nrof;
1636 1773
1637 if (object *pl = tmp->visible_to ()) 1774 if (object *pl = tmp->visible_to ())
1638 esrv_update_item (UPD_NROF, pl, tmp); 1775 esrv_update_item (UPD_NROF, pl, tmp);
1639 1776
1640 adjust_weight (this, op->total_weight ()); 1777 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1641 1778
1642 op->destroy (); 1779 op->destroy ();
1643 op = tmp; 1780 op = tmp;
1644 goto inserted; 1781 goto inserted;
1645 } 1782 }
1661 op->flag [FLAG_REMOVED] = 0; 1798 op->flag [FLAG_REMOVED] = 0;
1662 1799
1663 if (object *pl = op->visible_to ()) 1800 if (object *pl = op->visible_to ())
1664 esrv_send_item (pl, op); 1801 esrv_send_item (pl, op);
1665 1802
1666 adjust_weight (this, op->total_weight ()); 1803 adjust_weight (this, 0, op->total_weight ());
1667 1804
1668inserted: 1805inserted:
1669 /* reset the light list and los of the players on the map */ 1806 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && is_on_map ()) 1807 if (op->glow_radius && is_on_map ())
1671 { 1808 {
1672 update_stats (); 1809 update_stats ();
1673 update_all_los (map, x, y); 1810 update_all_los (map, x, y);
1674 } 1811 }
1675 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1812 else if (is_player ())
1676 // if this is a player's inventory, update stats 1813 // if this is a player's inventory, update stats
1677 update_stats (); 1814 contr->queue_stats_update ();
1678 1815
1679 INVOKE_OBJECT (INSERT, this); 1816 INVOKE_OBJECT (INSERT, this);
1680 1817
1681 return op; 1818 return op;
1682} 1819}
1700 * MSW 2001-07-08: Check all objects on space, not just those below 1837 * 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 1838 * object being inserted. insert_ob_in_map may not put new objects
1702 * on top. 1839 * on top.
1703 */ 1840 */
1704int 1841int
1705check_move_on (object *op, object *originator) 1842check_move_on (object *op, object *originator, int flags)
1706{ 1843{
1844 if (op->flag [FLAG_NO_APPLY])
1845 return 0;
1846
1707 object *tmp; 1847 object *tmp;
1708 maptile *m = op->map; 1848 maptile *m = op->map;
1709 int x = op->x, y = op->y; 1849 int x = op->x, y = op->y;
1710 1850
1711 MoveType move_on, move_slow, move_block; 1851 mapspace &ms = m->at (x, y);
1712 1852
1713 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1853 ms.update ();
1714 return 0;
1715 1854
1716 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1855 MoveType move_on = ms.move_on;
1717 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1856 MoveType move_slow = ms.move_slow;
1718 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1857 MoveType move_block = ms.move_block;
1719 1858
1720 /* if nothing on this space will slow op down or be applied, 1859 /* 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 1860 * 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 1861 * is set, as lots of objects don't have it set - we treat that
1723 * as walking. 1862 * as walking.
1734 return 0; 1873 return 0;
1735 1874
1736 /* The objects have to be checked from top to bottom. 1875 /* The objects have to be checked from top to bottom.
1737 * Hence, we first go to the top: 1876 * Hence, we first go to the top:
1738 */ 1877 */
1739 1878 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 } 1879 {
1880 next = tmp->below;
1749 1881
1750 for (; tmp; tmp = tmp->below)
1751 {
1752 if (tmp == op) 1882 if (tmp == op)
1753 continue; /* Can't apply yourself */ 1883 continue; /* Can't apply yourself */
1754 1884
1755 /* Check to see if one of the movement types should be slowed down. 1885 /* 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 1886 * Second check makes sure that the movement types not being slowed
1757 * (~slow_move) is not blocked on this space - just because the 1887 * (~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 1888 * 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. 1889 * swim on that space, can't use it to avoid the penalty.
1760 */ 1890 */
1761 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1891 if (!op->flag [FLAG_WIZPASS])
1762 { 1892 {
1763 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1893 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)) 1894 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1765 { 1895 {
1766
1767 float
1768 diff = tmp->move_slow_penalty * fabs (op->speed); 1896 float diff = tmp->move_slow_penalty * fabs (op->speed);
1769 1897
1770 if (op->is_player ()) 1898 if (op->is_player ())
1771 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1899 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))) 1900 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1773 diff /= 4.0; 1901 diff /= 4.0;
1774 1902
1775 op->speed_left -= diff; 1903 op->speed_left -= diff;
1776 } 1904 }
1777 } 1905 }
1778 1906
1779 /* Basically same logic as above, except now for actual apply. */ 1907 /* Basically same logic as above, except now for actual apply. */
1780 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1908 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)) 1909 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1782 { 1910 {
1911 if ((flags & INS_NO_AUTO_EXIT)
1912 && (tmp->type == EXIT || tmp->type == TELEPORTER
1913 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1914 continue;
1915
1783 move_apply (tmp, op, originator); 1916 move_apply (tmp, op, originator);
1784 1917
1785 if (op->destroyed ()) 1918 if (op->destroyed ())
1786 return 1; 1919 return 1;
1787 1920
1899void 2032void
1900flag_inv (object *op, int flag) 2033flag_inv (object *op, int flag)
1901{ 2034{
1902 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2035 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1903 { 2036 {
1904 SET_FLAG (tmp, flag); 2037 tmp->set_flag (flag);
1905 flag_inv (tmp, flag); 2038 flag_inv (tmp, flag);
1906 } 2039 }
1907} 2040}
1908 2041
1909/* 2042/*
1912void 2045void
1913unflag_inv (object *op, int flag) 2046unflag_inv (object *op, int flag)
1914{ 2047{
1915 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2048 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 { 2049 {
1917 CLEAR_FLAG (tmp, flag); 2050 tmp->clr_flag (flag);
1918 unflag_inv (tmp, flag); 2051 unflag_inv (tmp, flag);
1919 } 2052 }
1920} 2053}
1921 2054
1922/* 2055/*
2112{ 2245{
2113 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2246 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2114} 2247}
2115 2248
2116/* 2249/*
2117 * find_dir_2(delta-x,delta-y) will return a direction in which 2250 * 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 2251 * for running into direct [dx, dy].
2119 * object, needs to travel toward it. 2252 * (the opposite of crossfire's find_dir_2!)
2120 */ 2253 */
2121int 2254int
2122find_dir_2 (int x, int y) 2255find_dir_2 (int x, int y)
2123{ 2256{
2257#if 1 // new algorithm
2258 // this works by putting x, y into 16 sectors, which
2259 // are not equal sized, but are a better approximation
2260 // then the old algorithm, and then using a mapping
2261 // table to map it into a direction value.
2262 // basically, it maps these comparisons to each bit
2263 // bit #3: x < 0
2264 // bit #2: y < 0
2265 // bit #1: x > y
2266 // bit #0: x > 2y
2267
2268 static const uint8 dir[16] = {
2269 4, 5, 4, 3,
2270 2, 1, 2, 3,
2271 6, 5, 6, 7,
2272 8, 1, 8, 7,
2273 };
2274 int sector = 0;
2275
2276 // this is a bit ugly, but more likely to result in branchless code
2277 sector |= x < 0 ? 8 : 0;
2278 x = x < 0 ? -x : x; // abs
2279
2280 sector |= y < 0 ? 4 : 0;
2281 y = y < 0 ? -y : y; // abs
2282
2283 if (x > y)
2284 {
2285 sector |= 2;
2286
2287 if (x > y * 2)
2288 sector |= 1;
2289 }
2290 else
2291 {
2292 if (y > x * 2)
2293 sector |= 1;
2294 else if (!y)
2295 return 0; // x == 0 here
2296 }
2297
2298 return dir [sector];
2299#else // old algorithm
2124 int q; 2300 int q;
2125 2301
2126 if (y) 2302 if (y)
2127 q = x * 100 / y; 2303 q = 128 * x / y;
2128 else if (x) 2304 else if (x)
2129 q = -300 * x; 2305 q = -512 * x; // to make it > 309
2130 else 2306 else
2131 return 0; 2307 return 0;
2132 2308
2133 if (y > 0) 2309 if (y > 0)
2134 { 2310 {
2135 if (q < -242) 2311 if (q < -309) return 7;
2312 if (q < -52) return 6;
2313 if (q < 52) return 5;
2314 if (q < 309) return 4;
2315
2136 return 3; 2316 return 3;
2137 if (q < -41) 2317 }
2138 return 2; 2318 else
2139 if (q < 41) 2319 {
2140 return 1; 2320 if (q < -309) return 3;
2141 if (q < 242) 2321 if (q < -52) return 2;
2142 return 8; 2322 if (q < 52) return 1;
2323 if (q < 309) return 8;
2324
2143 return 7; 2325 return 7;
2144 } 2326 }
2145 2327#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} 2328}
2157 2329
2158/* 2330/*
2159 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2331 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2160 * between two directions (which are expected to be absolute (see absdir()) 2332 * between two directions (which are expected to be absolute (see absdir())
2161 */ 2333 */
2162int 2334int
2163dirdiff (int dir1, int dir2) 2335dirdiff (int dir1, int dir2)
2164{ 2336{
2165 int d;
2166
2167 d = abs (dir1 - dir2); 2337 int d = abs (dir1 - dir2);
2168 if (d > 4)
2169 d = 8 - d;
2170 2338
2171 return d; 2339 return d > 4 ? 8 - d : d;
2172} 2340}
2173 2341
2174/* peterm: 2342/* peterm:
2175 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2343 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2176 * Basically, this is a table of directions, and what directions 2344 * Basically, this is a table of directions, and what directions
2178 * This basically means that if direction is 15, then it could either go 2346 * 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. 2347 * 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 2348 * Moved from spell_util.c to object.c with the other related direction
2181 * functions. 2349 * functions.
2182 */ 2350 */
2183const int reduction_dir[SIZEOFFREE][3] = { 2351static const int reduction_dir[SIZEOFFREE][3] = {
2184 {0, 0, 0}, /* 0 */ 2352 {0, 0, 0}, /* 0 */
2185 {0, 0, 0}, /* 1 */ 2353 {0, 0, 0}, /* 1 */
2186 {0, 0, 0}, /* 2 */ 2354 {0, 0, 0}, /* 2 */
2187 {0, 0, 0}, /* 3 */ 2355 {0, 0, 0}, /* 3 */
2188 {0, 0, 0}, /* 4 */ 2356 {0, 0, 0}, /* 4 */
2282 * Add a check so we can't pick up invisible objects (0.93.8) 2450 * Add a check so we can't pick up invisible objects (0.93.8)
2283 */ 2451 */
2284int 2452int
2285can_pick (const object *who, const object *item) 2453can_pick (const object *who, const object *item)
2286{ 2454{
2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2455 return /*who->flag [FLAG_WIZ]|| */
2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2456 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2457 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2290} 2458}
2291 2459
2292/* 2460/*
2293 * create clone from object to another 2461 * create clone from object to another
2294 */ 2462 */
2459{ 2627{
2460 return map ? map->region (x, y) 2628 return map ? map->region (x, y)
2461 : region::default_region (); 2629 : region::default_region ();
2462} 2630}
2463 2631
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 2632void
2474object::open_container (object *new_container) 2633object::open_container (object *new_container)
2475{ 2634{
2476 if (container == new_container) 2635 if (container == new_container)
2477 return; 2636 return;
2511 // TODO: this does not seem to serve any purpose anymore? 2670 // TODO: this does not seem to serve any purpose anymore?
2512#if 0 2671#if 0
2513 // insert the "Close Container" object. 2672 // insert the "Close Container" object.
2514 if (archetype *closer = new_container->other_arch) 2673 if (archetype *closer = new_container->other_arch)
2515 { 2674 {
2516 object *closer = arch_to_object (new_container->other_arch); 2675 object *closer = new_container->other_arch->instance ();
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2676 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer); 2677 new_container->insert (closer);
2519 } 2678 }
2520#endif 2679#endif
2521 2680
2547 return splay (tmp); 2706 return splay (tmp);
2548 2707
2549 return 0; 2708 return 0;
2550} 2709}
2551 2710
2711//-GPL
2712
2713void
2714object::force_set_timer (int duration)
2715{
2716 this->duration = 1;
2717 this->speed_left = -1.f;
2718
2719 this->set_speed (duration ? 1.f / duration : 0.f);
2720}
2721
2552object * 2722object *
2553object::force_add (shstr_tmp name, int duration) 2723object::force_add (shstr_tmp name, int duration)
2554{ 2724{
2555 if (object *force = force_find (name)) 2725 if (object *force = force_find (name))
2556 force->destroy (); 2726 force->destroy ();
2557 2727
2558 object *force = get_archetype (FORCE_NAME); 2728 object *force = get_archetype (FORCE_NAME);
2559 2729
2560 force->slaying = name; 2730 force->slaying = name;
2561 force->stats.food = 1; 2731 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; 2732 force->flag [FLAG_APPLIED] = true;
2567 2733
2568 return insert (force); 2734 return insert (force);
2569} 2735}
2570 2736
2571void 2737void
2620 2786
2621 insert (force); 2787 insert (force);
2622 } 2788 }
2623} 2789}
2624 2790
2791void object::change_move_type (MoveType mt)
2792{
2793 if (move_type == mt)
2794 return;
2795
2796 if (is_on_map ())
2797 {
2798 // we are on the map, so handle move_on/off effects
2799 remove ();
2800 move_type = mt;
2801 map->insert (this, x, y, this);
2802 }
2803 else
2804 move_type = mt;
2805}
2806
2807/* object should be a player.
2808 * we return the object the player has marked with the 'mark' command
2809 * below. If no match is found (or object has changed), we return
2810 * NULL. We leave it up to the calling function to print messages if
2811 * nothing is found.
2812 */
2813object *
2814object::mark () const
2815{
2816 if (contr && contr->mark && contr->mark->env == this)
2817 return contr->mark;
2818 else
2819 return 0;
2820}
2821
2822// put marked object first in the inventory
2823// this is used by identify-like spells so players can influence
2824// the order a bit.
2825void
2826object::splay_marked ()
2827{
2828 if (object *marked = mark ())
2829 splay (marked);
2830}
2831

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