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Comparing deliantra/server/common/object.C (file contents):
Revision 1.294 by root, Thu Nov 5 15:43:21 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;
42 47
43//+GPL 48//+GPL
44 49
45short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
46 0, 51 0,
52 0, 57 0,
53 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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,
55 -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
56}; 61};
57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
62};
63int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
64 0, 63 0,
65 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
66 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,
67 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
68}; 67};
69 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
70static void 95static void
71write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
72{ 97{
73 CALL_BEGIN (2); 98 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
76 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END; 102 CALL_END;
78} 103}
79 104
80static void 105static void
81read_uuid (void) 106read_uuid ()
82{ 107{
83 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
84 109
85 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
86 111
100 125
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1); 127 _exit (1);
103 } 128 }
104 129
105 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
106 buf[0] = 0; 131 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
108 133
109 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
110 { 135 {
137 162
138void 163void
139UUID::init () 164UUID::init ()
140{ 165{
141 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;
142} 232}
143 233
144/* 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. */
145static bool 235static bool
146compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
147{ 237{
148 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
149 * 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
150 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
151 */ 241 */
152 242
153 /* For each field in wants, */ 243 /* For each field in wants, */
154 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
155 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
156 return false; 246 return false;
157 247
158 /* 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. */
159 return true; 249 return true;
160} 250}
182 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
183 * check weight 273 * check weight
184 */ 274 */
185bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
186{ 276{
187 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
188 if (ob1 == ob2 278 if (ob1 == ob2
189 || ob1->type != ob2->type 279 || ob1->type != ob2->type
190 || ob1->speed != ob2->speed
191 || ob1->value != ob2->value 280 || ob1->value != ob2->value
192 || 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)
193 return 0; 284 return 0;
194 285
195 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
196 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
197 if (ob1->nrof > 0x7fffffff - ob2->nrof) 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
201 * 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
202 * 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
203 * 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
204 * flags lose any meaning. 295 * flags lose any meaning.
205 */ 296 */
206 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
207 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
208 299
209 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
210 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
211 302
212 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
213 || ob1->name != ob2->name 304 || ob1->name != ob2->name
214 || ob1->title != ob2->title 305 || ob1->title != ob2->title
215 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
218 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
219 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
220 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
221 || ob1->value != ob2->value 312 || ob1->value != ob2->value
222 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
223 || (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
224 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
225 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
226 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
227 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
228 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
229 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
230 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
231 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
232 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
233 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
234 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
235 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
237 return 0; 328 return 0;
238 329
239 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
264 355
265 /* 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,
266 * 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
267 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
268 */ 359 */
269 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
270 return 0; 361 return 0;
271 362
272 /* 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
273 * 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
274 * check? 365 * check?
275 */ 366 */
276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
277 return 0; 368 return 0;
278 369
279 switch (ob1->type) 370 switch (ob1->type)
280 { 371 {
281 case SCROLL: 372 case SCROLL:
282 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
283 return 0; 374 return 0;
284 break; 375 break;
285 } 376 }
286 377
287 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
288 { 379 {
289 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
290 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
291 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
292 383
293 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
294 return 0; 385 return 0;
295 } 386 }
355 446
356 return 0; 447 return 0;
357} 448}
358 449
359// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
360static sint32 451static uint32
361weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
362{ 453{
363 return op->type == CONTAINER 454 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
365 : weight; 456 : weight;
366} 457}
367 458
368/* 459/*
369 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
371 */ 462 */
372static void 463static void
373adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
374{ 465{
375 while (op) 466 while (op)
376 { 467 {
377 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381 469
382 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
383 return; 471 op->carrying += weight_adjust_for (op, add);
384
385 op->carrying += weight;
386 472
387 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
390 476
477 sub = ocarrying;
478 add = op->carrying;
479
391 op = op->env; 480 op = op->env;
392 } 481 }
393} 482}
394 483
395/* 484/*
402{ 491{
403 sint32 sum = 0; 492 sint32 sum = 0;
404 493
405 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
406 { 495 {
407 if (op->inv)
408 op->update_weight (); 496 op->update_weight ();
409 497
410 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
411 } 499 }
412
413 sum = weight_adjust_for (this, sum);
414 500
415 if (sum != carrying) 501 if (sum != carrying)
416 { 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
417 carrying = sum; 507 carrying = sum;
418 508
419 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
441{ 531{
442 return dump_object (this); 532 return dump_object (this);
443} 533}
444 534
445/* 535/*
446 * get_nearest_part(multi-object, object 2) returns the part of the
447 * multi-object 1 which is closest to the second object.
448 * If it's not a multi-object, it is returned.
449 */
450object *
451get_nearest_part (object *op, const object *pl)
452{
453 object *tmp, *closest;
454 int last_dist, i;
455
456 if (!op->more)
457 return op;
458
459 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
460 tmp;
461 tmp = tmp->more)
462 if ((i = distance (tmp, pl)) < last_dist)
463 closest = tmp, last_dist = i;
464
465 return closest;
466}
467
468/*
469 * 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.
470 * VERRRY slow. 537 * VERRRY slow.
471 */ 538 */
472object * 539object *
473find_object (tag_t i) 540find_object (tag_t i)
474{ 541{
475 for_all_objects (op) 542 for_all_objects (op)
476 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)
477 return op; 559 return op;
478 560
479 return 0; 561 return 0;
480} 562}
481 563
515 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 ());
516 return; 598 return;
517 } 599 }
518 600
519 this->owner = owner; 601 this->owner = owner;
520}
521
522int
523object::slottype () const
524{
525 if (type == SKILL)
526 {
527 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
528 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
529 }
530 else
531 {
532 if (slot [body_combat].info) return slot_combat;
533 if (slot [body_range ].info) return slot_ranged;
534 }
535
536 return slot_none;
537}
538
539bool
540object::change_weapon (object *ob)
541{
542 if (current_weapon == ob)
543 return true;
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = false;
547
548 current_weapon = ob;
549 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
550
551 if (chosen_skill)
552 chosen_skill->flag [FLAG_APPLIED] = true;
553
554 update_stats ();
555
556 if (ob)
557 {
558 // now check wether any body locations became invalid, in which case
559 // we cannot apply the weapon at the moment.
560 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
561 if (slot[i].used < 0)
562 {
563 current_weapon = chosen_skill = 0;
564 update_stats ();
565
566 new_draw_info_format (NDI_UNIQUE, 0, this,
567 "You try to balance all your items at once, "
568 "but the %s is just too much for your body. "
569 "[You need to unapply some items first - use the 'body' command to see "
570 "how many items you cna wera on a specific body part.]", &ob->name);
571 return false;
572 }
573
574 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
575 }
576 else
577 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
578
579 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
580 {
581 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
582 &name, ob->debug_desc ());
583 return false;
584 }
585
586 return true;
587}
588
589/* Zero the key_values on op, decrementing the shared-string
590 * refcounts and freeing the links.
591 */
592static void
593free_key_values (object *op)
594{
595 for (key_value *i = op->key_values; i; )
596 {
597 key_value *next = i->next;
598 delete i;
599
600 i = next;
601 }
602
603 op->key_values = 0;
604} 602}
605 603
606/* 604/*
607 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
614void 612void
615object::copy_to (object *dst) 613object::copy_to (object *dst)
616{ 614{
617 dst->remove (); 615 dst->remove ();
618 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
619 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
620
621 /* Copy over key_values, if any. */
622 if (key_values)
623 {
624 key_value *tail = 0;
625 dst->key_values = 0;
626
627 for (key_value *i = key_values; i; i = i->next)
628 {
629 key_value *new_link = new key_value;
630
631 new_link->next = 0;
632 new_link->key = i->key;
633 new_link->value = i->value;
634
635 /* Try and be clever here, too. */
636 if (!dst->key_values)
637 {
638 dst->key_values = new_link;
639 tail = new_link;
640 }
641 else
642 {
643 tail->next = new_link;
644 tail = new_link;
645 }
646 }
647 }
648
649 if (speed < 0)
650 dst->speed_left -= rndm ();
651
652 dst->activate (); 622 dst->activate ();
653} 623}
654 624
655void 625void
656object::instantiate () 626object::instantiate ()
657{ 627{
658 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
659 uuid = UUID::gen (); 629 uuid = UUID::gen ();
660 630
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
661 speed_left = -0.1f; 635 speed_left = -1.;
636
662 /* 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
663 * 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.
664 * 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
665 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
666 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
674object * 649object *
675object::clone () 650object::clone ()
676{ 651{
677 object *neu = create (); 652 object *neu = create ();
678 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
679 neu->map = map; // not copied by copy_to 659 neu->map = map; // not copied by copy_to
680 return neu; 660 return neu;
681} 661}
682 662
683/* 663/*
686 * 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.
687 */ 667 */
688void 668void
689update_turn_face (object *op) 669update_turn_face (object *op)
690{ 670{
691 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
692 return; 672 return;
693 673
694 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
696} 676}
701 * 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.
702 */ 682 */
703void 683void
704object::set_speed (float speed) 684object::set_speed (float speed)
705{ 685{
706 if (flag [FLAG_FREED] && speed)
707 {
708 LOG (llevError, "Object %s is freed but has speed.\n", &name);
709 speed = 0;
710 }
711
712 this->speed = speed; 686 this->speed = speed;
713 687
714 if (has_active_speed ()) 688 if (has_active_speed ())
715 activate (); 689 activate ();
716 else 690 else
766 740
767 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
768 /* nop */; 742 /* nop */;
769 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
770 { 744 {
745#if 0
771 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
772 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
773 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
774 || (op->is_player () && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
775 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
776 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
777 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
778 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
779 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
780 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
781 /* 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
782 * have move_allow right now. 757 * have move_allow right now.
783 */ 758 */
784 || ((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
785 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
786 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
787 } 765 }
788 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
789 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
790 * that is being removed. 768 * that is being removed.
791 */ 769 */
800 update_object (op->more, action); 778 update_object (op->more, action);
801} 779}
802 780
803object::object () 781object::object ()
804{ 782{
805 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
806 784
807 //expmul = 1.0; declared const for the time being 785 //expmul = 1.0; declared const for the time being
808 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
809} 788}
810 789
811object::~object () 790object::~object ()
812{ 791{
813 unlink (); 792 unlink ();
814 793
815 free_key_values (this); 794 kv.clear ();
816} 795}
817
818static int object_count;
819 796
820void object::link () 797void object::link ()
821{ 798{
822 assert (!index);//D 799 assert (!index);//D
823 uuid = UUID::gen (); 800 uuid = UUID::gen ();
824 count = ++object_count;
825 801
826 refcnt_inc (); 802 refcnt_inc ();
827 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
828} 807}
829 808
830void object::unlink () 809void object::unlink ()
831{ 810{
832 if (!index) 811 if (!index)
833 return; 812 return;
813
814 ++destroy_count;
834 815
835 objects.erase (this); 816 objects.erase (this);
836 refcnt_dec (); 817 refcnt_dec ();
837} 818}
838 819
943 map->insert (op, x, y); 924 map->insert (op, x, y);
944 } 925 }
945 } 926 }
946} 927}
947 928
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 *
948object *object::create () 966object::create ()
949{ 967{
950 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
951 op->link (); 990 op->link ();
991
952 return op; 992 return op;
953} 993}
954 994
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
955static struct freed_map : maptile 1010static struct freed_map : maptile
956{ 1011{
957 freed_map () 1012 freed_map ()
1013 : maptile (3, 3)
958 { 1014 {
959 path = "<freed objects map>"; 1015 path = "<freed objects map>";
960 name = "/internal/freed_objects_map"; 1016 name = "/internal/freed_objects_map";
961 width = 3;
962 height = 3;
963 no_drop = 1; 1017 no_drop = 1;
964 no_reset = 1; 1018 no_reset = 1;
965 1019
966 alloc ();
967 in_memory = MAP_ACTIVE; 1020 in_memory = MAP_ACTIVE;
968 } 1021 }
969 1022
970 ~freed_map () 1023 ~freed_map ()
971 { 1024 {
1022 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1023 head->destroy (); 1076 head->destroy ();
1024 return; 1077 return;
1025 } 1078 }
1026 1079
1027 destroy_inv (false); 1080 destroy_inv_fast ();
1028 1081
1029 if (is_head ()) 1082 if (is_head ())
1030 if (sound_destroy) 1083 if (sound_destroy)
1031 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1032 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1064 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
1065 if (object *pl = visible_to ()) 1118 if (object *pl = visible_to ())
1066 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1067 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
1068 1121
1069 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1070 1123
1071 object *pl = in_player (); 1124 object *pl = in_player ();
1072 1125
1073 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1074 * 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
1084 1137
1085 above = 0; 1138 above = 0;
1086 below = 0; 1139 below = 0;
1087 env = 0; 1140 env = 0;
1088 1141
1089 /* NO_FIX_PLAYER is set when a great many changes are being 1142 if (pl && pl->is_player ())
1090 * made to players inventory. If set, avoiding the call
1091 * to save cpu time.
1092 */ 1143 {
1093 if (pl) 1144 if (expect_false (pl->contr->combat_ob == this))
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 { 1145 {
1096 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 }
1097 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
1098 if (glow_radius && pl->is_on_map ()) 1160 if (expect_false (glow_radius) && pl->is_on_map ())
1099 update_all_los (pl->map, pl->x, pl->y); 1161 update_all_los (pl->map, pl->x, pl->y);
1100 } 1162 }
1101 } 1163 }
1102 else if (map) 1164 else if (map)
1103 { 1165 {
1104 map->dirty = true; 1166 map->dirty = true;
1105 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1123 else if (pl->container_ () == this) 1185 else if (pl->container_ () == this)
1124 { 1186 {
1125 // removing a container should close it 1187 // removing a container should close it
1126 close_container (); 1188 close_container ();
1127 } 1189 }
1128 1190 else
1129 esrv_del_item (pl->contr, count); 1191 esrv_del_item (pl->contr, count);
1130 } 1192 }
1131 1193
1132 /* link the object above us */ 1194 /* link the object above us */
1133 // re-link, make sure compiler can easily use cmove 1195 // re-link, make sure compiler can easily use cmove
1134 *(above ? &above->below : &ms.top) = below; 1196 *(above ? &above->below : &ms.top) = below;
1225 1287
1226 object *prev = this; 1288 object *prev = this;
1227 1289
1228 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1290 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1229 { 1291 {
1230 object *op = arch_to_object (at); 1292 object *op = at->instance ();
1231 1293
1232 op->name = name; 1294 op->name = name;
1233 op->name_pl = name_pl; 1295 op->name_pl = name_pl;
1234 op->title = title; 1296 op->title = title;
1235 1297
1273 * 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
1274 * to be set if special handling is needed. 1336 * to be set if special handling is needed.
1275 * 1337 *
1276 * Return value: 1338 * Return value:
1277 * new object if 'op' was merged with other object 1339 * new object if 'op' was merged with other object
1278 * NULL if 'op' was destroyed 1340 * NULL if there was an error (destroyed, blocked etc.)
1279 * just 'op' otherwise 1341 * just 'op' otherwise
1280 */ 1342 */
1281object * 1343object *
1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1344insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1283{ 1345{
1284 op->remove (); 1346 op->remove ();
1285 1347
1286 if (m == &freed_map)//D TODO: remove soon 1348 if (m == &freed_map)//D TODO: remove soon
1287 {//D 1349 {//D
1288 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
1289 }//D 1351 }//D
1290 1352
1291 /* Ideally, the caller figures this out. However, it complicates a lot 1353 /* Ideally, the caller figures this out. However, it complicates a lot
1292 * 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
1293 * need extra work 1355 * need extra work
1320 // from here :/ 1382 // from here :/
1321 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1322 tmp->destroy (); 1384 tmp->destroy ();
1323 } 1385 }
1324 1386
1325 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 */
1326 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1327 1389
1328 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1329 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1330 1392
1331 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1332 { 1394 {
1333 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)
1334 { 1396 {
1369 * 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
1370 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1371 */ 1433 */
1372 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1435 {
1374 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])
1375 floor = tmp; 1437 floor = tmp;
1376 1438
1377 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])
1378 { 1440 {
1379 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1380 top = tmp->below; 1442 top = tmp->below;
1381 break; 1443 break;
1382 } 1444 }
1400 && (op->face && !faces [op->face].visibility)) 1462 && (op->face && !faces [op->face].visibility))
1401 { 1463 {
1402 object *last; 1464 object *last;
1403 1465
1404 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1405 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1406 break; 1468 break;
1407 1469
1408 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1409 * 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
1410 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1483 */ 1545 */
1484 1546
1485 /* 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 */
1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1487 { 1549 {
1488 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1489 return 0; 1551 return 0;
1490 1552
1491 /* 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
1492 * walk on's. 1554 * walk on's.
1493 */ 1555 */
1494 for (object *tmp = op->more; tmp; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1495 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1496 return 0; 1558 return 0;
1497 } 1559 }
1498 1560
1499 return op; 1561 return op;
1500} 1562}
1510 1572
1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1573 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1512 if (tmp->arch->archname == archname) /* same archetype */ 1574 if (tmp->arch->archname == archname) /* same archetype */
1513 tmp->destroy (); 1575 tmp->destroy ();
1514 1576
1515 object *tmp = arch_to_object (archetype::find (archname)); 1577 object *tmp = archetype::find (archname)->instance ();
1516 1578
1517 tmp->x = op->x; 1579 tmp->x = op->x;
1518 tmp->y = op->y; 1580 tmp->y = op->y;
1519 1581
1520 insert_ob_in_map (tmp, op->map, op, 0); 1582 insert_ob_in_map (tmp, op->map, op, 0);
1525{ 1587{
1526 if (where->env) 1588 if (where->env)
1527 return where->env->insert (this); 1589 return where->env->insert (this);
1528 else 1590 else
1529 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;
1530} 1614}
1531 1615
1532/* 1616/*
1533 * decrease(object, number) decreases a specified number from 1617 * decrease(object, number) decreases a specified number from
1534 * 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
1544 1628
1545 nr = min (nr, nrof); 1629 nr = min (nr, nrof);
1546 1630
1547 if (nrof > nr) 1631 if (nrof > nr)
1548 { 1632 {
1633 sint64 oweight = total_weight ();
1634
1549 nrof -= nr; 1635 nrof -= nr;
1550 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551 1636
1552 if (object *pl = visible_to ()) 1637 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this); 1638 esrv_update_item (UPD_NROF, pl, this);
1639
1640 adjust_weight (env, oweight, total_weight ());
1554 1641
1555 return true; 1642 return true;
1556 } 1643 }
1557 else 1644 else
1558 { 1645 {
1633 if (op->nrof) 1720 if (op->nrof)
1634 for (object *tmp = inv; tmp; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1635 if (object::can_merge (tmp, op)) 1722 if (object::can_merge (tmp, op))
1636 { 1723 {
1637 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1638 (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
1639 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1640 1731
1641 if (object *pl = tmp->visible_to ()) 1732 if (object *pl = tmp->visible_to ())
1642 esrv_update_item (UPD_NROF, pl, tmp); 1733 esrv_update_item (UPD_NROF, pl, tmp);
1643 1734
1644 adjust_weight (this, op->total_weight ()); 1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1645 1736
1646 op->destroy (); 1737 op->destroy ();
1647 op = tmp; 1738 op = tmp;
1648 goto inserted; 1739 goto inserted;
1649 } 1740 }
1665 op->flag [FLAG_REMOVED] = 0; 1756 op->flag [FLAG_REMOVED] = 0;
1666 1757
1667 if (object *pl = op->visible_to ()) 1758 if (object *pl = op->visible_to ())
1668 esrv_send_item (pl, op); 1759 esrv_send_item (pl, op);
1669 1760
1670 adjust_weight (this, op->total_weight ()); 1761 adjust_weight (this, 0, op->total_weight ());
1671 1762
1672inserted: 1763inserted:
1673 /* 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 */
1674 if (op->glow_radius && is_on_map ()) 1765 if (op->glow_radius && is_on_map ())
1675 { 1766 {
1676 update_stats (); 1767 update_stats ();
1677 update_all_los (map, x, y); 1768 update_all_los (map, x, y);
1678 } 1769 }
1679 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1770 else if (is_player ())
1680 // if this is a player's inventory, update stats 1771 // if this is a player's inventory, update stats
1681 update_stats (); 1772 contr->queue_stats_update ();
1682 1773
1683 INVOKE_OBJECT (INSERT, this); 1774 INVOKE_OBJECT (INSERT, this);
1684 1775
1685 return op; 1776 return op;
1686} 1777}
1704 * 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
1705 * 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
1706 * on top. 1797 * on top.
1707 */ 1798 */
1708int 1799int
1709check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1710{ 1801{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1802 if (op->flag [FLAG_NO_APPLY])
1712 return 0; 1803 return 0;
1713 1804
1714 object *tmp; 1805 object *tmp;
1715 maptile *m = op->map; 1806 maptile *m = op->map;
1716 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1753 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
1754 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
1755 * 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
1756 * 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.
1757 */ 1848 */
1758 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
1759 { 1850 {
1760 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1761 ((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))
1762 { 1853 {
1763 float diff = tmp->move_slow_penalty * fabs (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1773 1864
1774 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
1775 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1776 ((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))
1777 { 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
1778 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
1779 1875
1780 if (op->destroyed ()) 1876 if (op->destroyed ())
1781 return 1; 1877 return 1;
1782 1878
1894void 1990void
1895flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
1896{ 1992{
1897 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 { 1994 {
1899 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
1900 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
1901 } 1997 }
1902} 1998}
1903 1999
1904/* 2000/*
1907void 2003void
1908unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
1909{ 2005{
1910 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 { 2007 {
1912 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
1913 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
1914 } 2010 }
1915} 2011}
1916 2012
1917/* 2013/*
2107{ 2203{
2108 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);
2109} 2205}
2110 2206
2111/* 2207/*
2112 * 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
2113 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2114 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2115 */ 2211 */
2116int 2212int
2117find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2118{ 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
2119 int q; 2258 int q;
2120 2259
2121 if (y) 2260 if (y)
2122 q = x * 100 / y; 2261 q = 128 * x / y;
2123 else if (x) 2262 else if (x)
2124 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2125 else 2264 else
2126 return 0; 2265 return 0;
2127 2266
2128 if (y > 0) 2267 if (y > 0)
2129 { 2268 {
2130 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
2131 return 3; 2274 return 3;
2132 if (q < -41) 2275 }
2133 return 2; 2276 else
2134 if (q < 41) 2277 {
2135 return 1; 2278 if (q < -309) return 3;
2136 if (q < 242) 2279 if (q < -52) return 2;
2137 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2138 return 7; 2283 return 7;
2139 } 2284 }
2140 2285#endif
2141 if (q < -242)
2142 return 7;
2143 if (q < -41)
2144 return 6;
2145 if (q < 41)
2146 return 5;
2147 if (q < 242)
2148 return 4;
2149
2150 return 3;
2151} 2286}
2152 2287
2153/* 2288/*
2154 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2155 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2156 */ 2291 */
2157int 2292int
2158dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2159{ 2294{
2160 int d;
2161
2162 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2163 if (d > 4)
2164 d = 8 - d;
2165 2296
2166 return d; 2297 return d > 4 ? 8 - d : d;
2167} 2298}
2168 2299
2169/* peterm: 2300/* peterm:
2170 * 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.
2171 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2173 * 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
2174 * 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.
2175 * 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
2176 * functions. 2307 * functions.
2177 */ 2308 */
2178const int reduction_dir[SIZEOFFREE][3] = { 2309static const int reduction_dir[SIZEOFFREE][3] = {
2179 {0, 0, 0}, /* 0 */ 2310 {0, 0, 0}, /* 0 */
2180 {0, 0, 0}, /* 1 */ 2311 {0, 0, 0}, /* 1 */
2181 {0, 0, 0}, /* 2 */ 2312 {0, 0, 0}, /* 2 */
2182 {0, 0, 0}, /* 3 */ 2313 {0, 0, 0}, /* 3 */
2183 {0, 0, 0}, /* 4 */ 2314 {0, 0, 0}, /* 4 */
2277 * 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)
2278 */ 2409 */
2279int 2410int
2280can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2281{ 2412{
2282 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2283 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2284 !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));
2285} 2416}
2286 2417
2287/* 2418/*
2288 * create clone from object to another 2419 * create clone from object to another
2289 */ 2420 */
2321 return tmp; 2452 return tmp;
2322 2453
2323 return 0; 2454 return 0;
2324} 2455}
2325 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
2326shstr_tmp 2473shstr_tmp
2327object::kv_get (shstr_tmp key) const 2474key_values::get (shstr_tmp key) const
2328{ 2475{
2329 for (key_value *kv = key_values; kv; kv = kv->next) 2476 for (key_value *kv = first; kv; kv = kv->next)
2330 if (kv->key == key) 2477 if (kv->key == key)
2331 return kv->value; 2478 return kv->value;
2332 2479
2333 return shstr (); 2480 return shstr ();
2334} 2481}
2335 2482
2336void 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
2337object::kv_set (shstr_tmp key, shstr_tmp value) 2496key_values::set (shstr_tmp key, shstr_tmp value)
2338{ 2497{
2339 for (key_value *kv = key_values; kv; kv = kv->next) 2498 for (key_value *kv = first; kv; kv = kv->next)
2340 if (kv->key == key) 2499 if (kv->key == key)
2341 { 2500 {
2342 kv->value = value; 2501 kv->value = value;
2343 return; 2502 return;
2344 } 2503 }
2345 2504
2346 key_value *kv = new key_value; 2505 add (key, value);
2347
2348 kv->next = key_values;
2349 kv->key = key;
2350 kv->value = value;
2351
2352 key_values = kv;
2353} 2506}
2354 2507
2355void 2508void
2356object::kv_del (shstr_tmp key) 2509key_values::del (shstr_tmp key)
2357{ 2510{
2358 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2359 if ((*kvp)->key == key) 2512 if ((*kvp)->key == key)
2360 { 2513 {
2361 key_value *kv = *kvp; 2514 key_value *kv = *kvp;
2362 *kvp = (*kvp)->next; 2515 *kvp = (*kvp)->next;
2363 delete kv; 2516 delete kv;
2364 return; 2517 return;
2365 } 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 ();
2366} 2547}
2367 2548
2368object::depth_iterator::depth_iterator (object *container) 2549object::depth_iterator::depth_iterator (object *container)
2369: iterator_base (container) 2550: iterator_base (container)
2370{ 2551{
2454{ 2635{
2455 return map ? map->region (x, y) 2636 return map ? map->region (x, y)
2456 : region::default_region (); 2637 : region::default_region ();
2457} 2638}
2458 2639
2459const materialtype_t *
2460object::dominant_material () const
2461{
2462 if (materialtype_t *mt = name_to_material (materialname))
2463 return mt;
2464
2465 return name_to_material (shstr_unknown);
2466}
2467
2468void 2640void
2469object::open_container (object *new_container) 2641object::open_container (object *new_container)
2470{ 2642{
2471 if (container == new_container) 2643 if (container == new_container)
2472 return; 2644 return;
2506 // TODO: this does not seem to serve any purpose anymore? 2678 // TODO: this does not seem to serve any purpose anymore?
2507#if 0 2679#if 0
2508 // insert the "Close Container" object. 2680 // insert the "Close Container" object.
2509 if (archetype *closer = new_container->other_arch) 2681 if (archetype *closer = new_container->other_arch)
2510 { 2682 {
2511 object *closer = arch_to_object (new_container->other_arch); 2683 object *closer = new_container->other_arch->instance ();
2512 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2684 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2513 new_container->insert (closer); 2685 new_container->insert (closer);
2514 } 2686 }
2515#endif 2687#endif
2516 2688
2559object::force_add (shstr_tmp name, int duration) 2731object::force_add (shstr_tmp name, int duration)
2560{ 2732{
2561 if (object *force = force_find (name)) 2733 if (object *force = force_find (name))
2562 force->destroy (); 2734 force->destroy ();
2563 2735
2564 object *force = get_archetype (FORCE_NAME); 2736 object *force = archetype::get (FORCE_NAME);
2565 2737
2566 force->slaying = name; 2738 force->slaying = name;
2567 force->force_set_timer (duration); 2739 force->force_set_timer (duration);
2568 force->flag [FLAG_APPLIED] = true; 2740 force->flag [FLAG_APPLIED] = true;
2569 2741
2622 2794
2623 insert (force); 2795 insert (force);
2624 } 2796 }
2625} 2797}
2626 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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