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Comparing deliantra/server/common/object.C (file contents):
Revision 1.291 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.345 by root, Sun May 1 16:58:15 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 (©) 2005,2006,2007,2008,2009,2010,2011 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 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.
26#include <stdio.h> 26#include <stdio.h>
27#include <sys/types.h> 27#include <sys/types.h>
28#include <sys/uio.h> 28#include <sys/uio.h>
29#include <object.h> 29#include <object.h>
30#include <sproto.h> 30#include <sproto.h>
31#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000; 37uint32_t mapspace::smellcount = 10000;
39 38
40objectvec objects; 39objectvec objects;
41activevec 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
42 49
43short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
44 0, 51 0,
45 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
46 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,
50 0, 57 0,
51 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
52 -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,
53 -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
54}; 61};
55int maxfree[SIZEOFFREE] = {
56 0,
57 9, 10, 13, 14, 17, 18, 21, 22,
58 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
59 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
60};
61int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
62 0, 63 0,
63 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
64 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,
65 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
66}; 67};
67 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
68static void 95static void
69write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
70{ 97{
71 CALL_BEGIN (2); 98 CALL_BEGIN (2);
72 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
74 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
75 CALL_END; 102 CALL_END;
76} 103}
77 104
78static void 105static void
79read_uuid (void) 106read_uuid ()
80{ 107{
81 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
82 109
83 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
84 111
98 125
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 127 _exit (1);
101 } 128 }
102 129
103 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
104 buf[0] = 0; 131 buf[0] = 0;
105 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
106 133
107 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
108 { 135 {
135 162
136void 163void
137UUID::init () 164UUID::init ()
138{ 165{
139 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;
140} 232}
141 233
142/* 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. */
143static bool 235static bool
144compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
145{ 237{
146 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
147 * 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
148 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
149 */ 241 */
150 242
151 /* For each field in wants, */ 243 /* For each field in wants, */
152 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
153 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
154 return false; 246 return false;
155 247
156 /* 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. */
157 return true; 249 return true;
158} 250}
180 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
181 * check weight 273 * check weight
182 */ 274 */
183bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
184{ 276{
185 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
186 if (ob1 == ob2 278 if (ob1 == ob2
187 || ob1->type != ob2->type 279 || ob1->type != ob2->type
188 || ob1->speed != ob2->speed
189 || ob1->value != ob2->value 280 || ob1->value != ob2->value
190 || 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)
191 return 0; 284 return 0;
192 285
193 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
194 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
195 if (ob1->nrof > 0x7fffffff - ob2->nrof) 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
199 * 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
200 * 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
201 * 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
202 * flags lose any meaning. 295 * flags lose any meaning.
203 */ 296 */
204 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
205 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
206 299
207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
208 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
209 302
210 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
211 || ob1->name != ob2->name 304 || ob1->name != ob2->name
212 || ob1->title != ob2->title 305 || ob1->title != ob2->title
213 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
216 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
217 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
218 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
219 || ob1->value != ob2->value 312 || ob1->value != ob2->value
220 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
221 || (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
222 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 328 return 0;
236 329
237 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
262 355
263 /* 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,
264 * 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
265 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
266 */ 359 */
267 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
268 return 0; 361 return 0;
269 362
270 /* 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
271 * 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
272 * check? 365 * check?
273 */ 366 */
274 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
275 return 0; 368 return 0;
276 369
277 switch (ob1->type) 370 switch (ob1->type)
278 { 371 {
279 case SCROLL: 372 case SCROLL:
280 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
281 return 0; 374 return 0;
282 break; 375 break;
283 } 376 }
284 377
285 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
286 { 379 {
287 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
288 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
289 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
290 383
291 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
292 return 0; 385 return 0;
293 } 386 }
335 428
336 // 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
337 // even if our inv is in a player. 430 // even if our inv is in a player.
338 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
339 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
340 if (pl->container == env) 433 if (pl->container_ () == env)
341 return pl; 434 return pl;
342 } 435 }
343 else 436 else
344 { 437 {
345 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
346 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
347 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
348 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
349 || this == pl->container) 442 || pl->container_ () == this)
350 return pl; 443 return pl;
351 } 444 }
352 } 445 }
353 446
354 return 0; 447 return 0;
355} 448}
356 449
357// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
358static sint32 451static uint32
359weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
360{ 453{
361 return op->type == CONTAINER 454 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
363 : weight; 456 : weight;
364} 457}
365 458
366/* 459/*
367 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
369 */ 462 */
370static void 463static void
371adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
372{ 465{
373 while (op) 466 while (op)
374 { 467 {
375 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379 469
380 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
381 return; 471 op->carrying += weight_adjust_for (op, add);
382
383 op->carrying += weight;
384 472
385 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
388 476
477 sub = ocarrying;
478 add = op->carrying;
479
389 op = op->env; 480 op = op->env;
390 } 481 }
391} 482}
392 483
393/* 484/*
400{ 491{
401 sint32 sum = 0; 492 sint32 sum = 0;
402 493
403 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
404 { 495 {
405 if (op->inv)
406 op->update_weight (); 496 op->update_weight ();
407 497
408 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
409 } 499 }
410
411 sum = weight_adjust_for (this, sum);
412 500
413 if (sum != carrying) 501 if (sum != carrying)
414 { 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
415 carrying = sum; 507 carrying = sum;
416 508
417 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
439{ 531{
440 return dump_object (this); 532 return dump_object (this);
441} 533}
442 534
443/* 535/*
444 * get_nearest_part(multi-object, object 2) returns the part of the
445 * multi-object 1 which is closest to the second object.
446 * If it's not a multi-object, it is returned.
447 */
448object *
449get_nearest_part (object *op, const object *pl)
450{
451 object *tmp, *closest;
452 int last_dist, i;
453
454 if (!op->more)
455 return op;
456
457 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
458 tmp;
459 tmp = tmp->more)
460 if ((i = distance (tmp, pl)) < last_dist)
461 closest = tmp, last_dist = i;
462
463 return closest;
464}
465
466/*
467 * 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.
468 * VERRRY slow. 537 * VERRRY slow.
469 */ 538 */
470object * 539object *
471find_object (tag_t i) 540find_object (tag_t i)
472{ 541{
473 for_all_objects (op) 542 for_all_objects (op)
474 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)
475 return op; 559 return op;
476 560
477 return 0; 561 return 0;
478} 562}
479 563
513 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 ());
514 return; 598 return;
515 } 599 }
516 600
517 this->owner = owner; 601 this->owner = owner;
518}
519
520int
521object::slottype () const
522{
523 if (type == SKILL)
524 {
525 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
526 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
527 }
528 else
529 {
530 if (slot [body_combat].info) return slot_combat;
531 if (slot [body_range ].info) return slot_ranged;
532 }
533
534 return slot_none;
535}
536
537bool
538object::change_weapon (object *ob)
539{
540 if (current_weapon == ob)
541 return true;
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = false;
545
546 current_weapon = ob;
547 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
548
549 if (chosen_skill)
550 chosen_skill->flag [FLAG_APPLIED] = true;
551
552 update_stats ();
553
554 if (ob)
555 {
556 // now check wether any body locations became invalid, in which case
557 // we cannot apply the weapon at the moment.
558 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
559 if (slot[i].used < 0)
560 {
561 current_weapon = chosen_skill = 0;
562 update_stats ();
563
564 new_draw_info_format (NDI_UNIQUE, 0, this,
565 "You try to balance all your items at once, "
566 "but the %s is just too much for your body. "
567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
569 return false;
570 }
571
572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
573 }
574 else
575 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
576
577 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
578 {
579 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
580 &name, ob->debug_desc ());
581 return false;
582 }
583
584 return true;
585}
586
587/* Zero the key_values on op, decrementing the shared-string
588 * refcounts and freeing the links.
589 */
590static void
591free_key_values (object *op)
592{
593 for (key_value *i = op->key_values; i; )
594 {
595 key_value *next = i->next;
596 delete i;
597
598 i = next;
599 }
600
601 op->key_values = 0;
602} 602}
603 603
604/* 604/*
605 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
606 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
612void 612void
613object::copy_to (object *dst) 613object::copy_to (object *dst)
614{ 614{
615 dst->remove (); 615 dst->remove ();
616 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
617 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
618
619 /* Copy over key_values, if any. */
620 if (key_values)
621 {
622 key_value *tail = 0;
623 dst->key_values = 0;
624
625 for (key_value *i = key_values; i; i = i->next)
626 {
627 key_value *new_link = new key_value;
628
629 new_link->next = 0;
630 new_link->key = i->key;
631 new_link->value = i->value;
632
633 /* Try and be clever here, too. */
634 if (!dst->key_values)
635 {
636 dst->key_values = new_link;
637 tail = new_link;
638 }
639 else
640 {
641 tail->next = new_link;
642 tail = new_link;
643 }
644 }
645 }
646
647 if (speed < 0)
648 dst->speed_left -= rndm ();
649
650 dst->activate (); 622 dst->activate ();
651} 623}
652 624
653void 625void
654object::instantiate () 626object::instantiate ()
655{ 627{
656 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
657 uuid = UUID::gen (); 629 uuid = UUID::gen ();
658 630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
659 speed_left = -0.1f; 635 speed_left = -1.;
636
660 /* copy the body_info to the body_used - this is only really 637 /* copy the body_info to the body_used - this is only really
661 * need for monsters, but doesn't hurt to do it for everything. 638 * need for monsters, but doesn't hurt to do it for everything.
662 * by doing so, when a monster is created, it has good starting 639 * by doing so, when a monster is created, it has good starting
663 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
664 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
672object * 649object *
673object::clone () 650object::clone ()
674{ 651{
675 object *neu = create (); 652 object *neu = create ();
676 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
677 neu->map = map; // not copied by copy_to 659 neu->map = map; // not copied by copy_to
678 return neu; 660 return neu;
679} 661}
680 662
681/* 663/*
684 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
685 */ 667 */
686void 668void
687update_turn_face (object *op) 669update_turn_face (object *op)
688{ 670{
689 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
690 return; 672 return;
691 673
692 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
693 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
694} 676}
699 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
700 */ 682 */
701void 683void
702object::set_speed (float speed) 684object::set_speed (float speed)
703{ 685{
704 if (flag [FLAG_FREED] && speed)
705 {
706 LOG (llevError, "Object %s is freed but has speed.\n", &name);
707 speed = 0;
708 }
709
710 this->speed = speed; 686 this->speed = speed;
711 687
712 if (has_active_speed ()) 688 if (has_active_speed ())
713 activate (); 689 activate ();
714 else 690 else
764 740
765 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
766 /* nop */; 742 /* nop */;
767 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
768 { 744 {
745#if 0
769 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
772 || (op->is_player () && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
776 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
777 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
778 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
779 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
780 * have move_allow right now. 757 * have move_allow right now.
781 */ 758 */
782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
784 m.invalidate (); 760 m.invalidate ();
761#else
762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
763 m.invalidate ();
764#endif
785 } 765 }
786 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
787 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
788 * that is being removed. 768 * that is being removed.
789 */ 769 */
798 update_object (op->more, action); 778 update_object (op->more, action);
799} 779}
800 780
801object::object () 781object::object ()
802{ 782{
803 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
804 784
805 //expmul = 1.0; declared const for the time being 785 //expmul = 1.0; declared const for the time being
806 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
807} 788}
808 789
809object::~object () 790object::~object ()
810{ 791{
811 unlink (); 792 unlink ();
812 793
813 free_key_values (this); 794 kv.clear ();
814} 795}
815
816static int object_count;
817 796
818void object::link () 797void object::link ()
819{ 798{
820 assert (!index);//D 799 assert (!index);//D
821 uuid = UUID::gen (); 800 uuid = UUID::gen ();
822 count = ++object_count;
823 801
824 refcnt_inc (); 802 refcnt_inc ();
825 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
826} 807}
827 808
828void object::unlink () 809void object::unlink ()
829{ 810{
830 if (!index) 811 if (!index)
831 return; 812 return;
813
814 ++destroy_count;
832 815
833 objects.erase (this); 816 objects.erase (this);
834 refcnt_dec (); 817 refcnt_dec ();
835} 818}
836 819
941 map->insert (op, x, y); 924 map->insert (op, x, y);
942 } 925 }
943 } 926 }
944} 927}
945 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
946object *object::create () 966object::create ()
947{ 967{
948 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
949 op->link (); 990 op->link ();
991
950 return op; 992 return op;
951} 993}
952 994
995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
953static struct freed_map : maptile 1010static struct freed_map : maptile
954{ 1011{
955 freed_map () 1012 freed_map ()
1013 : maptile (3, 3)
956 { 1014 {
957 path = "<freed objects map>"; 1015 path = "<freed objects map>";
958 name = "/internal/freed_objects_map"; 1016 name = "/internal/freed_objects_map";
959 width = 3;
960 height = 3;
961 no_drop = 1; 1017 no_drop = 1;
962 no_reset = 1; 1018 no_reset = 1;
963 1019
964 alloc ();
965 in_memory = MAP_ACTIVE; 1020 in_memory = MAP_ACTIVE;
966 } 1021 }
967 1022
968 ~freed_map () 1023 ~freed_map ()
969 { 1024 {
1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1021 head->destroy (); 1076 head->destroy ();
1022 return; 1077 return;
1023 } 1078 }
1024 1079
1025 destroy_inv (false); 1080 destroy_inv_fast ();
1026 1081
1027 if (is_head ()) 1082 if (is_head ())
1028 if (sound_destroy) 1083 if (sound_destroy)
1029 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1030 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1041 * the previous environment. 1096 * the previous environment.
1042 */ 1097 */
1043void 1098void
1044object::do_remove () 1099object::do_remove ()
1045{ 1100{
1046 object *tmp, *last = 0;
1047 object *otmp;
1048
1049 if (flag [FLAG_REMOVED]) 1101 if (flag [FLAG_REMOVED])
1050 return; 1102 return;
1051 1103
1052 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1053 1105
1065 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1066 if (object *pl = visible_to ()) 1118 if (object *pl = visible_to ())
1067 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1069 1121
1070 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1071 1123
1072 object *pl = in_player (); 1124 object *pl = in_player ();
1073 1125
1074 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1075 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1085 1137
1086 above = 0; 1138 above = 0;
1087 below = 0; 1139 below = 0;
1088 env = 0; 1140 env = 0;
1089 1141
1090 /* NO_FIX_PLAYER is set when a great many changes are being 1142 if (pl && pl->is_player ())
1091 * made to players inventory. If set, avoiding the call
1092 * to save cpu time.
1093 */ 1143 {
1094 if (pl) 1144 if (expect_false (pl->contr->combat_ob == this))
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 { 1145 {
1097 pl->update_stats (); 1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1098 1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1099 if (glow_radius && pl->is_on_map ()) 1160 if (expect_false (glow_radius) && pl->is_on_map ())
1100 update_all_los (pl->map, pl->x, pl->y); 1161 update_all_los (pl->map, pl->x, pl->y);
1101 } 1162 }
1102 } 1163 }
1103 else if (map) 1164 else if (map)
1104 { 1165 {
1105 map->dirty = true; 1166 map->dirty = true;
1106 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1119 close_container (); 1180 close_container ();
1120 1181
1121 --map->players; 1182 --map->players;
1122 map->touch (); 1183 map->touch ();
1123 } 1184 }
1124 else if (pl->container == this) 1185 else if (pl->container_ () == this)
1125 { 1186 {
1126 // removing a container should close it 1187 // removing a container should close it
1127 close_container (); 1188 close_container ();
1128 } 1189 }
1129 1190 else
1130 esrv_del_item (pl->contr, count); 1191 esrv_del_item (pl->contr, count);
1131 } 1192 }
1132 1193
1133 /* link the object above us */ 1194 /* link the object above us */
1134 // re-link, make sure compiler can easily use cmove 1195 // re-link, make sure compiler can easily use cmove
1135 *(above ? &above->below : &ms.top) = below; 1196 *(above ? &above->below : &ms.top) = below;
1145 1206
1146 int check_walk_off = !flag [FLAG_NO_APPLY]; 1207 int check_walk_off = !flag [FLAG_NO_APPLY];
1147 1208
1148 if (object *pl = ms.player ()) 1209 if (object *pl = ms.player ())
1149 { 1210 {
1150 if (pl->container == this) 1211 if (pl->container_ () == this)
1151 /* If a container that the player is currently using somehow gets 1212 /* If a container that the player is currently using somehow gets
1152 * removed (most likely destroyed), update the player view 1213 * removed (most likely destroyed), update the player view
1153 * appropriately. 1214 * appropriately.
1154 */ 1215 */
1155 pl->close_container (); 1216 pl->close_container ();
1159 //TODO: update floorbox to preserve ordering 1220 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns) 1221 if (pl->contr->ns)
1161 pl->contr->ns->floorbox_update (); 1222 pl->contr->ns->floorbox_update ();
1162 } 1223 }
1163 1224
1225 if (check_walk_off)
1164 for (tmp = ms.bot; tmp; tmp = tmp->above) 1226 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1165 { 1227 {
1228 above = tmp->above;
1229
1166 /* No point updating the players look faces if he is the object 1230 /* No point updating the players look faces if he is the object
1167 * being removed. 1231 * being removed.
1168 */ 1232 */
1169 1233
1170 /* See if object moving off should effect something */ 1234 /* See if object moving off should effect something */
1171 if (check_walk_off
1172 && ((move_type & tmp->move_off) 1235 if ((move_type & tmp->move_off)
1173 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1236 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1174 {
1175 move_apply (tmp, this, 0); 1237 move_apply (tmp, this, 0);
1176
1177 if (destroyed ())
1178 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1179 } 1238 }
1180
1181 last = tmp;
1182 }
1183 1239
1184 if (affects_los ()) 1240 if (affects_los ())
1185 update_all_los (map, x, y); 1241 update_all_los (map, x, y);
1186 } 1242 }
1187} 1243}
1231 1287
1232 object *prev = this; 1288 object *prev = this;
1233 1289
1234 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1290 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1235 { 1291 {
1236 object *op = arch_to_object (at); 1292 object *op = at->instance ();
1237 1293
1238 op->name = name; 1294 op->name = name;
1239 op->name_pl = name_pl; 1295 op->name_pl = name_pl;
1240 op->title = title; 1296 op->title = title;
1241 1297
1279 * Passing 0 for flag gives proper default values, so flag really only needs 1335 * Passing 0 for flag gives proper default values, so flag really only needs
1280 * to be set if special handling is needed. 1336 * to be set if special handling is needed.
1281 * 1337 *
1282 * Return value: 1338 * Return value:
1283 * new object if 'op' was merged with other object 1339 * new object if 'op' was merged with other object
1284 * NULL if 'op' was destroyed 1340 * NULL if there was an error (destroyed, blocked etc.)
1285 * just 'op' otherwise 1341 * just 'op' otherwise
1286 */ 1342 */
1287object * 1343object *
1288insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1344insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1289{ 1345{
1290 op->remove (); 1346 op->remove ();
1291 1347
1292 if (m == &freed_map)//D TODO: remove soon 1348 if (m == &freed_map)//D TODO: remove soon
1293 {//D 1349 {//D
1294 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1350 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1295 }//D 1351 }//D
1296 1352
1297 /* Ideally, the caller figures this out. However, it complicates a lot 1353 /* Ideally, the caller figures this out. However, it complicates a lot
1298 * of areas of callers (eg, anything that uses find_free_spot would now 1354 * of areas of callers (eg, anything that uses find_free_spot would now
1299 * need extra work 1355 * need extra work
1326 // from here :/ 1382 // from here :/
1327 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1328 tmp->destroy (); 1384 tmp->destroy ();
1329 } 1385 }
1330 1386
1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1387 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1332 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1333 1389
1334 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1335 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1336 1392
1337 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1338 { 1394 {
1339 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1340 { 1396 {
1375 * when lots of spells are cast in one area. Currently, it is presumed 1431 * when lots of spells are cast in one area. Currently, it is presumed
1376 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1377 */ 1433 */
1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1379 { 1435 {
1380 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1436 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1381 floor = tmp; 1437 floor = tmp;
1382 1438
1383 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1439 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1384 { 1440 {
1385 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1386 top = tmp->below; 1442 top = tmp->below;
1387 break; 1443 break;
1388 } 1444 }
1406 && (op->face && !faces [op->face].visibility)) 1462 && (op->face && !faces [op->face].visibility))
1407 { 1463 {
1408 object *last; 1464 object *last;
1409 1465
1410 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1411 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1412 break; 1468 break;
1413 1469
1414 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1415 * and make sure we have a below pointer for it so that 1471 * and make sure we have a below pointer for it so that
1416 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1489 */ 1545 */
1490 1546
1491 /* if this is not the head or flag has been passed, don't check walk on status */ 1547 /* if this is not the head or flag has been passed, don't check walk on status */
1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1493 { 1549 {
1494 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1495 return 0; 1551 return 0;
1496 1552
1497 /* If we are a multi part object, lets work our way through the check 1553 /* If we are a multi part object, let's work our way through the check
1498 * walk on's. 1554 * walk on's.
1499 */ 1555 */
1500 for (object *tmp = op->more; tmp; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1501 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1502 return 0; 1558 return 0;
1503 } 1559 }
1504 1560
1505 return op; 1561 return op;
1506} 1562}
1516 1572
1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1573 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1518 if (tmp->arch->archname == archname) /* same archetype */ 1574 if (tmp->arch->archname == archname) /* same archetype */
1519 tmp->destroy (); 1575 tmp->destroy ();
1520 1576
1521 object *tmp = arch_to_object (archetype::find (archname)); 1577 object *tmp = archetype::find (archname)->instance ();
1522 1578
1523 tmp->x = op->x; 1579 tmp->x = op->x;
1524 tmp->y = op->y; 1580 tmp->y = op->y;
1525 1581
1526 insert_ob_in_map (tmp, op->map, op, 0); 1582 insert_ob_in_map (tmp, op->map, op, 0);
1531{ 1587{
1532 if (where->env) 1588 if (where->env)
1533 return where->env->insert (this); 1589 return where->env->insert (this);
1534 else 1590 else
1535 return where->map->insert (this, where->x, where->y, originator, flags); 1591 return where->map->insert (this, where->x, where->y, originator, flags);
1592}
1593
1594// check whether we can put this into the map, respect max_volume, max_items
1595bool
1596object::can_drop_at (maptile *m, int x, int y, object *originator)
1597{
1598 mapspace &ms = m->at (x, y);
1599
1600 int items = ms.items ();
1601
1602 if (!items // testing !items ensures we can drop at least one item
1603 || (items < m->max_items
1604 && ms.volume () < m->max_volume))
1605 return true;
1606
1607 if (originator && originator->is_player ())
1608 originator->contr->failmsgf (
1609 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1610 query_name ()
1611 );
1612
1613 return false;
1536} 1614}
1537 1615
1538/* 1616/*
1539 * decrease(object, number) decreases a specified number from 1617 * decrease(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1618 * the amount of an object. If the amount reaches 0, the object
1550 1628
1551 nr = min (nr, nrof); 1629 nr = min (nr, nrof);
1552 1630
1553 if (nrof > nr) 1631 if (nrof > nr)
1554 { 1632 {
1633 sint64 oweight = total_weight ();
1634
1555 nrof -= nr; 1635 nrof -= nr;
1556 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557 1636
1558 if (object *pl = visible_to ()) 1637 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this); 1638 esrv_update_item (UPD_NROF, pl, this);
1639
1640 adjust_weight (env, oweight, total_weight ());
1560 1641
1561 return true; 1642 return true;
1562 } 1643 }
1563 else 1644 else
1564 { 1645 {
1639 if (op->nrof) 1720 if (op->nrof)
1640 for (object *tmp = inv; tmp; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1641 if (object::can_merge (tmp, op)) 1722 if (object::can_merge (tmp, op))
1642 { 1723 {
1643 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1644 (client needs the original object) */ 1725 (client prefers the original object) */
1726
1727 // carring must be 0 for mergable objects
1728 sint64 oweight = tmp->weight * tmp->nrof;
1729
1645 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1646 1731
1647 if (object *pl = tmp->visible_to ()) 1732 if (object *pl = tmp->visible_to ())
1648 esrv_update_item (UPD_NROF, pl, tmp); 1733 esrv_update_item (UPD_NROF, pl, tmp);
1649 1734
1650 adjust_weight (this, op->total_weight ()); 1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1651 1736
1652 op->destroy (); 1737 op->destroy ();
1653 op = tmp; 1738 op = tmp;
1654 goto inserted; 1739 goto inserted;
1655 } 1740 }
1671 op->flag [FLAG_REMOVED] = 0; 1756 op->flag [FLAG_REMOVED] = 0;
1672 1757
1673 if (object *pl = op->visible_to ()) 1758 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op); 1759 esrv_send_item (pl, op);
1675 1760
1676 adjust_weight (this, op->total_weight ()); 1761 adjust_weight (this, 0, op->total_weight ());
1677 1762
1678inserted: 1763inserted:
1679 /* reset the light list and los of the players on the map */ 1764 /* reset the light list and los of the players on the map */
1680 if (op->glow_radius && is_on_map ()) 1765 if (op->glow_radius && is_on_map ())
1681 { 1766 {
1682 update_stats (); 1767 update_stats ();
1683 update_all_los (map, x, y); 1768 update_all_los (map, x, y);
1684 } 1769 }
1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1770 else if (is_player ())
1686 // if this is a player's inventory, update stats 1771 // if this is a player's inventory, update stats
1687 update_stats (); 1772 contr->queue_stats_update ();
1688 1773
1689 INVOKE_OBJECT (INSERT, this); 1774 INVOKE_OBJECT (INSERT, this);
1690 1775
1691 return op; 1776 return op;
1692} 1777}
1710 * MSW 2001-07-08: Check all objects on space, not just those below 1795 * MSW 2001-07-08: Check all objects on space, not just those below
1711 * object being inserted. insert_ob_in_map may not put new objects 1796 * object being inserted. insert_ob_in_map may not put new objects
1712 * on top. 1797 * on top.
1713 */ 1798 */
1714int 1799int
1715check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1716{ 1801{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1802 if (op->flag [FLAG_NO_APPLY])
1718 return 0; 1803 return 0;
1719 1804
1720 object *tmp; 1805 object *tmp;
1721 maptile *m = op->map; 1806 maptile *m = op->map;
1722 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1759 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
1760 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
1761 * space doesn't slow down swimming (for example), if you can't actually 1846 * space doesn't slow down swimming (for example), if you can't actually
1762 * swim on that space, can't use it to avoid the penalty. 1847 * swim on that space, can't use it to avoid the penalty.
1763 */ 1848 */
1764 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
1765 { 1850 {
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 { 1853 {
1769 float diff = tmp->move_slow_penalty * fabs (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1779 1864
1780 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
1781 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1782 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1867 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1783 { 1868 {
1869 if ((flags & INS_NO_AUTO_EXIT)
1870 && (tmp->type == EXIT || tmp->type == TELEPORTER
1871 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872 continue;
1873
1784 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
1785 1875
1786 if (op->destroyed ()) 1876 if (op->destroyed ())
1787 return 1; 1877 return 1;
1788 1878
1900void 1990void
1901flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
1902{ 1992{
1903 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 { 1994 {
1905 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
1906 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
1907 } 1997 }
1908} 1998}
1909 1999
1910/* 2000/*
1913void 2003void
1914unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
1915{ 2005{
1916 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1917 { 2007 {
1918 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
1919 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
1920 } 2010 }
1921} 2011}
1922 2012
1923/* 2013/*
2113{ 2203{
2114 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2204 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2115} 2205}
2116 2206
2117/* 2207/*
2118 * find_dir_2(delta-x,delta-y) will return a direction in which 2208 * find_dir_2(delta-x,delta-y) will return a direction value
2119 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2120 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2121 */ 2211 */
2122int 2212int
2123find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2124{ 2214{
2215#if 1 // new algorithm
2216 // this works by putting x, y into 16 sectors, which
2217 // are not equal sized, but are a better approximation
2218 // then the old algorithm, and then using a mapping
2219 // table to map it into a direction value.
2220 // basically, it maps these comparisons to each bit
2221 // bit #3: x < 0
2222 // bit #2: y < 0
2223 // bit #1: x > y
2224 // bit #0: x > 2y
2225
2226 static const uint8 dir[16] = {
2227 4, 5, 4, 3,
2228 2, 1, 2, 3,
2229 6, 5, 6, 7,
2230 8, 1, 8, 7,
2231 };
2232 int sector = 0;
2233
2234 // this is a bit ugly, but more likely to result in branchless code
2235 sector |= x < 0 ? 8 : 0;
2236 x = x < 0 ? -x : x; // abs
2237
2238 sector |= y < 0 ? 4 : 0;
2239 y = y < 0 ? -y : y; // abs
2240
2241 if (x > y)
2242 {
2243 sector |= 2;
2244
2245 if (x > y * 2)
2246 sector |= 1;
2247 }
2248 else
2249 {
2250 if (y > x * 2)
2251 sector |= 1;
2252 else if (!y)
2253 return 0; // x == 0 here
2254 }
2255
2256 return dir [sector];
2257#else // old algorithm
2125 int q; 2258 int q;
2126 2259
2127 if (y) 2260 if (y)
2128 q = x * 100 / y; 2261 q = 128 * x / y;
2129 else if (x) 2262 else if (x)
2130 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2131 else 2264 else
2132 return 0; 2265 return 0;
2133 2266
2134 if (y > 0) 2267 if (y > 0)
2135 { 2268 {
2136 if (q < -242) 2269 if (q < -309) return 7;
2270 if (q < -52) return 6;
2271 if (q < 52) return 5;
2272 if (q < 309) return 4;
2273
2137 return 3; 2274 return 3;
2138 if (q < -41) 2275 }
2139 return 2; 2276 else
2140 if (q < 41) 2277 {
2141 return 1; 2278 if (q < -309) return 3;
2142 if (q < 242) 2279 if (q < -52) return 2;
2143 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2144 return 7; 2283 return 7;
2145 } 2284 }
2146 2285#endif
2147 if (q < -242)
2148 return 7;
2149 if (q < -41)
2150 return 6;
2151 if (q < 41)
2152 return 5;
2153 if (q < 242)
2154 return 4;
2155
2156 return 3;
2157} 2286}
2158 2287
2159/* 2288/*
2160 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2161 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2162 */ 2291 */
2163int 2292int
2164dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2165{ 2294{
2166 int d;
2167
2168 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2169 if (d > 4)
2170 d = 8 - d;
2171 2296
2172 return d; 2297 return d > 4 ? 8 - d : d;
2173} 2298}
2174 2299
2175/* peterm: 2300/* peterm:
2176 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2301 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2177 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2179 * This basically means that if direction is 15, then it could either go 2304 * This basically means that if direction is 15, then it could either go
2180 * direction 4, 14, or 16 to get back to where we are. 2305 * direction 4, 14, or 16 to get back to where we are.
2181 * Moved from spell_util.c to object.c with the other related direction 2306 * Moved from spell_util.c to object.c with the other related direction
2182 * functions. 2307 * functions.
2183 */ 2308 */
2184const int reduction_dir[SIZEOFFREE][3] = { 2309static const int reduction_dir[SIZEOFFREE][3] = {
2185 {0, 0, 0}, /* 0 */ 2310 {0, 0, 0}, /* 0 */
2186 {0, 0, 0}, /* 1 */ 2311 {0, 0, 0}, /* 1 */
2187 {0, 0, 0}, /* 2 */ 2312 {0, 0, 0}, /* 2 */
2188 {0, 0, 0}, /* 3 */ 2313 {0, 0, 0}, /* 3 */
2189 {0, 0, 0}, /* 4 */ 2314 {0, 0, 0}, /* 4 */
2283 * Add a check so we can't pick up invisible objects (0.93.8) 2408 * Add a check so we can't pick up invisible objects (0.93.8)
2284 */ 2409 */
2285int 2410int
2286can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2287{ 2412{
2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2415 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2291} 2416}
2292 2417
2293/* 2418/*
2294 * create clone from object to another 2419 * create clone from object to another
2295 */ 2420 */
2327 return tmp; 2452 return tmp;
2328 2453
2329 return 0; 2454 return 0;
2330} 2455}
2331 2456
2457/* Zero the key_values on op, decrementing the shared-string
2458 * refcounts and freeing the links.
2459 */
2460void
2461key_values::clear ()
2462{
2463 for (key_value *kvp = first; kvp; )
2464 {
2465 key_value *next = kvp->next;
2466 delete kvp;
2467 kvp = next;
2468 }
2469
2470 first = 0;
2471}
2472
2332shstr_tmp 2473shstr_tmp
2333object::kv_get (shstr_tmp key) const 2474key_values::get (shstr_tmp key) const
2334{ 2475{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2476 for (key_value *kv = first; kv; kv = kv->next)
2336 if (kv->key == key) 2477 if (kv->key == key)
2337 return kv->value; 2478 return kv->value;
2338 2479
2339 return shstr (); 2480 return shstr ();
2340} 2481}
2341 2482
2342void 2483void
2484key_values::add (shstr_tmp key, shstr_tmp value)
2485{
2486 key_value *kv = new key_value;
2487
2488 kv->next = first;
2489 kv->key = key;
2490 kv->value = value;
2491
2492 first = kv;
2493}
2494
2495void
2343object::kv_set (shstr_tmp key, shstr_tmp value) 2496key_values::set (shstr_tmp key, shstr_tmp value)
2344{ 2497{
2345 for (key_value *kv = key_values; kv; kv = kv->next) 2498 for (key_value *kv = first; kv; kv = kv->next)
2346 if (kv->key == key) 2499 if (kv->key == key)
2347 { 2500 {
2348 kv->value = value; 2501 kv->value = value;
2349 return; 2502 return;
2350 } 2503 }
2351 2504
2352 key_value *kv = new key_value; 2505 add (key, value);
2353
2354 kv->next = key_values;
2355 kv->key = key;
2356 kv->value = value;
2357
2358 key_values = kv;
2359} 2506}
2360 2507
2361void 2508void
2362object::kv_del (shstr_tmp key) 2509key_values::del (shstr_tmp key)
2363{ 2510{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key) 2512 if ((*kvp)->key == key)
2366 { 2513 {
2367 key_value *kv = *kvp; 2514 key_value *kv = *kvp;
2368 *kvp = (*kvp)->next; 2515 *kvp = (*kvp)->next;
2369 delete kv; 2516 delete kv;
2370 return; 2517 return;
2371 } 2518 }
2519}
2520
2521void
2522key_values::reverse ()
2523{
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2528 {
2529 key_value *node = head;
2530 head = head->next;
2531 node->next = prev;
2532 prev = node;
2533 }
2534
2535 first = prev;
2536}
2537
2538key_values &
2539key_values::operator =(const key_values &kv)
2540{
2541 clear ();
2542
2543 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544 add (kvp->key, kvp->value);
2545
2546 reverse ();
2372} 2547}
2373 2548
2374object::depth_iterator::depth_iterator (object *container) 2549object::depth_iterator::depth_iterator (object *container)
2375: iterator_base (container) 2550: iterator_base (container)
2376{ 2551{
2460{ 2635{
2461 return map ? map->region (x, y) 2636 return map ? map->region (x, y)
2462 : region::default_region (); 2637 : region::default_region ();
2463} 2638}
2464 2639
2465const materialtype_t *
2466object::dominant_material () const
2467{
2468 if (materialtype_t *mt = name_to_material (materialname))
2469 return mt;
2470
2471 return name_to_material (shstr_unknown);
2472}
2473
2474void 2640void
2475object::open_container (object *new_container) 2641object::open_container (object *new_container)
2476{ 2642{
2477 if (container == new_container) 2643 if (container == new_container)
2478 return; 2644 return;
2512 // TODO: this does not seem to serve any purpose anymore? 2678 // TODO: this does not seem to serve any purpose anymore?
2513#if 0 2679#if 0
2514 // insert the "Close Container" object. 2680 // insert the "Close Container" object.
2515 if (archetype *closer = new_container->other_arch) 2681 if (archetype *closer = new_container->other_arch)
2516 { 2682 {
2517 object *closer = arch_to_object (new_container->other_arch); 2683 object *closer = new_container->other_arch->instance ();
2518 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2684 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2519 new_container->insert (closer); 2685 new_container->insert (closer);
2520 } 2686 }
2521#endif 2687#endif
2522 2688
2548 return splay (tmp); 2714 return splay (tmp);
2549 2715
2550 return 0; 2716 return 0;
2551} 2717}
2552 2718
2719//-GPL
2720
2553void 2721void
2554object::force_set_timer (int duration) 2722object::force_set_timer (int duration)
2555{ 2723{
2556 this->duration = 1; 2724 this->duration = 1;
2557 this->speed_left = -1.f; 2725 this->speed_left = -1.f;
2563object::force_add (shstr_tmp name, int duration) 2731object::force_add (shstr_tmp name, int duration)
2564{ 2732{
2565 if (object *force = force_find (name)) 2733 if (object *force = force_find (name))
2566 force->destroy (); 2734 force->destroy ();
2567 2735
2568 object *force = get_archetype (FORCE_NAME); 2736 object *force = archetype::get (FORCE_NAME);
2569 2737
2570 force->slaying = name; 2738 force->slaying = name;
2571
2572 force->force_set_timer (duration); 2739 force->force_set_timer (duration);
2573
2574 force->flag [FLAG_APPLIED] = true; 2740 force->flag [FLAG_APPLIED] = true;
2575 2741
2576 return insert (force); 2742 return insert (force);
2577} 2743}
2578 2744
2579void 2745void
2628 2794
2629 insert (force); 2795 insert (force);
2630 } 2796 }
2631} 2797}
2632 2798
2799void object::change_move_type (MoveType mt)
2800{
2801 if (move_type == mt)
2802 return;
2803
2804 if (is_on_map ())
2805 {
2806 // we are on the map, so handle move_on/off effects
2807 remove ();
2808 move_type = mt;
2809 map->insert (this, x, y, this);
2810 }
2811 else
2812 move_type = mt;
2813}
2814
2815/* object should be a player.
2816 * we return the object the player has marked with the 'mark' command
2817 * below. If no match is found (or object has changed), we return
2818 * NULL. We leave it up to the calling function to print messages if
2819 * nothing is found.
2820 */
2821object *
2822object::mark () const
2823{
2824 if (contr && contr->mark && contr->mark->env == this)
2825 return contr->mark;
2826 else
2827 return 0;
2828}
2829
2830// put marked object first in the inventory
2831// this is used by identify-like spells so players can influence
2832// the order a bit.
2833void
2834object::splay_marked ()
2835{
2836 if (object *marked = mark ())
2837 splay (marked);
2838}
2839

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