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Comparing deliantra/server/common/object.C (file contents):
Revision 1.305 by root, Wed Nov 11 04:45:22 2009 UTC vs.
Revision 1.347 by root, Wed May 4 07:41:13 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,
66 9, 10, 13, 14, 17, 18, 21, 22, 71 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, 72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69}; 74};
70 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
71static void 95static void
72write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
73{ 97{
74 CALL_BEGIN (2); 98 CALL_BEGIN (2);
75 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
77 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END; 102 CALL_END;
79} 103}
80 104
81static void 105static void
82read_uuid (void) 106read_uuid ()
83{ 107{
84 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
85 109
86 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
87 111
209 233
210/* 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. */
211static bool 235static bool
212compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
213{ 237{
214 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
215 * 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
216 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
217 */ 241 */
218 242
219 /* For each field in wants, */ 243 /* For each field in wants, */
220 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
221 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
222 return false; 246 return false;
223 247
224 /* 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. */
225 return true; 249 return true;
226} 250}
248 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
249 * check weight 273 * check weight
250 */ 274 */
251bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
252{ 276{
253 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
254 if (ob1 == ob2 278 if (ob1 == ob2
255 || ob1->type != ob2->type 279 || ob1->type != ob2->type
280 || ob1->value != ob2->value
281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED 283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
257 || ob1->value != ob2->value
258 || ob1->name != ob2->name)
259 return 0; 284 return 0;
260 285
261 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
262 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
263 if (ob1->nrof > 0x7fffffff - ob2->nrof) 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
267 * 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
268 * 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
269 * 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
270 * flags lose any meaning. 295 * flags lose any meaning.
271 */ 296 */
272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
273 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
274 299
275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
276 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
277 302
278 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
279 || ob1->name != ob2->name 304 || ob1->name != ob2->name
280 || ob1->title != ob2->title 305 || ob1->title != ob2->title
281 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
284 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
285 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
286 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
287 || ob1->value != ob2->value 312 || ob1->value != ob2->value
288 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
289 || (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
290 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
291 || ob1->material != ob2->material 316 || ob1->material != ob2->material
292 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
293 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
294 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
330 355
331 /* 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,
332 * 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
333 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
334 */ 359 */
335 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
336 return 0; 361 return 0;
337 362
338 /* 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
339 * 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
340 * check? 365 * check?
341 */ 366 */
342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
343 return 0; 368 return 0;
344 369
345 switch (ob1->type) 370 switch (ob1->type)
346 { 371 {
347 case SCROLL: 372 case SCROLL:
348 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
349 return 0; 374 return 0;
350 break; 375 break;
351 } 376 }
352 377
353 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
354 { 379 {
355 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
356 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
357 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
358 383
359 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
360 return 0; 385 return 0;
361 } 386 }
421 446
422 return 0; 447 return 0;
423} 448}
424 449
425// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
426static sint32 451static uint32
427weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
428{ 453{
429 return op->type == CONTAINER 454 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
431 : weight; 456 : weight;
432} 457}
433 458
434/* 459/*
435 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
437 */ 462 */
438static void 463static void
439adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
440{ 465{
441 while (op) 466 while (op)
442 { 467 {
443 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447 469
448 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
449 return; 471 op->carrying += weight_adjust_for (op, add);
450
451 op->carrying += weight;
452 472
453 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
456 476
477 sub = ocarrying;
478 add = op->carrying;
479
457 op = op->env; 480 op = op->env;
458 } 481 }
459} 482}
460 483
461/* 484/*
468{ 491{
469 sint32 sum = 0; 492 sint32 sum = 0;
470 493
471 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
472 { 495 {
473 if (op->inv)
474 op->update_weight (); 496 op->update_weight ();
475 497
476 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
477 } 499 }
478
479 sum = weight_adjust_for (this, sum);
480 500
481 if (sum != carrying) 501 if (sum != carrying)
482 { 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
483 carrying = sum; 507 carrying = sum;
484 508
485 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
515object * 539object *
516find_object (tag_t i) 540find_object (tag_t i)
517{ 541{
518 for_all_objects (op) 542 for_all_objects (op)
519 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)
520 return op; 559 return op;
521 560
522 return 0; 561 return 0;
523} 562}
524 563
558 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 ());
559 return; 598 return;
560 } 599 }
561 600
562 this->owner = owner; 601 this->owner = owner;
563}
564
565int
566object::slottype () const
567{
568 if (type == SKILL)
569 {
570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580}
581
582bool
583object::change_weapon (object *ob)
584{
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
605 {
606 current_weapon = chosen_skill = 0;
607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
623 {
624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
628
629 return true;
630}
631
632/* Zero the key_values on op, decrementing the shared-string
633 * refcounts and freeing the links.
634 */
635static void
636free_key_values (object *op)
637{
638 for (key_value *i = op->key_values; i; )
639 {
640 key_value *next = i->next;
641 delete i;
642
643 i = next;
644 }
645
646 op->key_values = 0;
647} 602}
648 603
649/* 604/*
650 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
651 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
657void 612void
658object::copy_to (object *dst) 613object::copy_to (object *dst)
659{ 614{
660 dst->remove (); 615 dst->remove ();
661 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
662 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
663
664 /* Copy over key_values, if any. */
665 if (key_values)
666 {
667 key_value *tail = 0;
668 dst->key_values = 0;
669
670 for (key_value *i = key_values; i; i = i->next)
671 {
672 key_value *new_link = new key_value;
673
674 new_link->next = 0;
675 new_link->key = i->key;
676 new_link->value = i->value;
677
678 /* Try and be clever here, too. */
679 if (!dst->key_values)
680 {
681 dst->key_values = new_link;
682 tail = new_link;
683 }
684 else
685 {
686 tail->next = new_link;
687 tail = new_link;
688 }
689 }
690 }
691
692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate (); 622 dst->activate ();
696} 623}
697 624
698void 625void
699object::instantiate () 626object::instantiate ()
700{ 627{
701 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
702 uuid = UUID::gen (); 629 uuid = UUID::gen ();
703 630
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
704 speed_left = -0.1f; 635 speed_left = -1.;
636
705 /* 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
706 * 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.
707 * 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
708 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
717object * 649object *
718object::clone () 650object::clone ()
719{ 651{
720 object *neu = create (); 652 object *neu = create ();
721 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
722 neu->map = map; // not copied by copy_to 659 neu->map = map; // not copied by copy_to
723 return neu; 660 return neu;
724} 661}
725 662
726/* 663/*
729 * 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.
730 */ 667 */
731void 668void
732update_turn_face (object *op) 669update_turn_face (object *op)
733{ 670{
734 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
735 return; 672 return;
736 673
737 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
738 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
739} 676}
805 /* nop */; 742 /* nop */;
806 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
807 { 744 {
808#if 0 745#if 0
809 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
812 || (op->is_player () && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
816 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
817 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
818 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
819 /* 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
820 * have move_allow right now. 757 * have move_allow right now.
841 update_object (op->more, action); 778 update_object (op->more, action);
842} 779}
843 780
844object::object () 781object::object ()
845{ 782{
846 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
847 784
848 //expmul = 1.0; declared const for the time being 785 //expmul = 1.0; declared const for the time being
849 face = blank_face; 786 face = blank_face;
850 material = MATERIAL_NULL; 787 material = MATERIAL_NULL;
851} 788}
852 789
853object::~object () 790object::~object ()
854{ 791{
855 unlink (); 792 unlink ();
856 793
857 free_key_values (this); 794 kv.clear ();
858} 795}
859
860static int object_count;
861 796
862void object::link () 797void object::link ()
863{ 798{
864 assert (!index);//D 799 assert (!index);//D
865 uuid = UUID::gen (); 800 uuid = UUID::gen ();
866 count = ++object_count;
867 801
868 refcnt_inc (); 802 refcnt_inc ();
869 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
870} 807}
871 808
872void object::unlink () 809void object::unlink ()
873{ 810{
874 if (!index) 811 if (!index)
875 return; 812 return;
813
814 ++destroy_count;
876 815
877 objects.erase (this); 816 objects.erase (this);
878 refcnt_dec (); 817 refcnt_dec ();
879} 818}
880 819
959 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
960 * drop on that space. 899 * drop on that space.
961 */ 900 */
962 if (!drop_to_ground 901 if (!drop_to_ground
963 || !map 902 || !map
964 || map->in_memory != MAP_ACTIVE 903 || !map->linkable ()
965 || map->no_drop 904 || map->no_drop
966 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
967 { 906 {
968 while (inv) 907 while (inv)
969 inv->destroy (); 908 inv->destroy ();
985 map->insert (op, x, y); 924 map->insert (op, x, y);
986 } 925 }
987 } 926 }
988} 927}
989 928
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 *
990object *object::create () 966object::create ()
991{ 967{
992 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
993 op->link (); 990 op->link ();
991
994 return op; 992 return op;
995} 993}
996 994
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
997static struct freed_map : maptile 1010static struct freed_map : maptile
998{ 1011{
999 freed_map () 1012 freed_map ()
1013 : maptile (3, 3)
1000 { 1014 {
1001 path = "<freed objects map>"; 1015 path = "<freed objects map>";
1002 name = "/internal/freed_objects_map"; 1016 name = "/internal/freed_objects_map";
1003 width = 3;
1004 height = 3;
1005 no_drop = 1; 1017 no_drop = 1;
1006 no_reset = 1; 1018 no_reset = 1;
1007 1019
1008 alloc ();
1009 in_memory = MAP_ACTIVE; 1020 state = MAP_ACTIVE;
1010 } 1021 }
1011 1022
1012 ~freed_map () 1023 ~freed_map ()
1013 { 1024 {
1014 destroy (); 1025 destroy ();
1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1065 head->destroy (); 1076 head->destroy ();
1066 return; 1077 return;
1067 } 1078 }
1068 1079
1069 destroy_inv (false); 1080 destroy_inv_fast ();
1070 1081
1071 if (is_head ()) 1082 if (is_head ())
1072 if (sound_destroy) 1083 if (sound_destroy)
1073 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1074 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1106 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
1107 if (object *pl = visible_to ()) 1118 if (object *pl = visible_to ())
1108 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1109 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
1110 1121
1111 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1112 1123
1113 object *pl = in_player (); 1124 object *pl = in_player ();
1114 1125
1115 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1116 * 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
1128 below = 0; 1139 below = 0;
1129 env = 0; 1140 env = 0;
1130 1141
1131 if (pl && pl->is_player ()) 1142 if (pl && pl->is_player ())
1132 { 1143 {
1144 if (expect_false (pl->contr->combat_ob == this))
1145 {
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 }
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
1133 pl->contr->queue_stats_update (); 1158 pl->contr->queue_stats_update ();
1134 1159
1135 if (glow_radius && pl->is_on_map ()) 1160 if (expect_false (glow_radius) && pl->is_on_map ())
1136 update_all_los (pl->map, pl->x, pl->y); 1161 update_all_los (pl->map, pl->x, pl->y);
1137 } 1162 }
1138 } 1163 }
1139 else if (map) 1164 else if (map)
1140 { 1165 {
1160 else if (pl->container_ () == this) 1185 else if (pl->container_ () == this)
1161 { 1186 {
1162 // removing a container should close it 1187 // removing a container should close it
1163 close_container (); 1188 close_container ();
1164 } 1189 }
1165 1190 else
1166 esrv_del_item (pl->contr, count); 1191 esrv_del_item (pl->contr, count);
1167 } 1192 }
1168 1193
1169 /* link the object above us */ 1194 /* link the object above us */
1170 // re-link, make sure compiler can easily use cmove 1195 // re-link, make sure compiler can easily use cmove
1171 *(above ? &above->below : &ms.top) = below; 1196 *(above ? &above->below : &ms.top) = below;
1173 1198
1174 above = 0; 1199 above = 0;
1175 below = 0; 1200 below = 0;
1176 1201
1177 ms.invalidate (); 1202 ms.invalidate ();
1178
1179 if (map->in_memory == MAP_SAVING)
1180 return;
1181 1203
1182 int check_walk_off = !flag [FLAG_NO_APPLY]; 1204 int check_walk_off = !flag [FLAG_NO_APPLY];
1183 1205
1184 if (object *pl = ms.player ()) 1206 if (object *pl = ms.player ())
1185 { 1207 {
1262 1284
1263 object *prev = this; 1285 object *prev = this;
1264 1286
1265 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1287 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1266 { 1288 {
1267 object *op = arch_to_object (at); 1289 object *op = at->instance ();
1268 1290
1269 op->name = name; 1291 op->name = name;
1270 op->name_pl = name_pl; 1292 op->name_pl = name_pl;
1271 op->title = title; 1293 op->title = title;
1272 1294
1310 * Passing 0 for flag gives proper default values, so flag really only needs 1332 * Passing 0 for flag gives proper default values, so flag really only needs
1311 * to be set if special handling is needed. 1333 * to be set if special handling is needed.
1312 * 1334 *
1313 * Return value: 1335 * Return value:
1314 * new object if 'op' was merged with other object 1336 * new object if 'op' was merged with other object
1315 * NULL if 'op' was destroyed 1337 * NULL if there was an error (destroyed, blocked etc.)
1316 * just 'op' otherwise 1338 * just 'op' otherwise
1317 */ 1339 */
1318object * 1340object *
1319insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1341insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1320{ 1342{
1321 op->remove (); 1343 op->remove ();
1322 1344
1323 if (m == &freed_map)//D TODO: remove soon 1345 if (m == &freed_map)//D TODO: remove soon
1324 {//D 1346 {//D
1325 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1347 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1326 }//D 1348 }//D
1327 1349
1328 /* Ideally, the caller figures this out. However, it complicates a lot 1350 /* Ideally, the caller figures this out. However, it complicates a lot
1329 * of areas of callers (eg, anything that uses find_free_spot would now 1351 * of areas of callers (eg, anything that uses find_free_spot would now
1330 * need extra work 1352 * need extra work
1357 // from here :/ 1379 // from here :/
1358 op->nrof += tmp->nrof; 1380 op->nrof += tmp->nrof;
1359 tmp->destroy (); 1381 tmp->destroy ();
1360 } 1382 }
1361 1383
1362 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1384 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1363 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1385 op->clr_flag (FLAG_INV_LOCKED);
1364 1386
1365 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1387 if (!op->flag [FLAG_ALIVE])
1366 CLEAR_FLAG (op, FLAG_NO_STEAL); 1388 op->clr_flag (FLAG_NO_STEAL);
1367 1389
1368 if (flag & INS_BELOW_ORIGINATOR) 1390 if (flag & INS_BELOW_ORIGINATOR)
1369 { 1391 {
1370 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1392 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1371 { 1393 {
1406 * when lots of spells are cast in one area. Currently, it is presumed 1428 * when lots of spells are cast in one area. Currently, it is presumed
1407 * that flying non pickable objects are spell objects. 1429 * that flying non pickable objects are spell objects.
1408 */ 1430 */
1409 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1410 { 1432 {
1411 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1433 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1412 floor = tmp; 1434 floor = tmp;
1413 1435
1414 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1436 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1415 { 1437 {
1416 /* We insert above top, so we want this object below this */ 1438 /* We insert above top, so we want this object below this */
1417 top = tmp->below; 1439 top = tmp->below;
1418 break; 1440 break;
1419 } 1441 }
1437 && (op->face && !faces [op->face].visibility)) 1459 && (op->face && !faces [op->face].visibility))
1438 { 1460 {
1439 object *last; 1461 object *last;
1440 1462
1441 for (last = top; last != floor; last = last->below) 1463 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1464 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1443 break; 1465 break;
1444 1466
1445 /* Check to see if we found the object that blocks view, 1467 /* Check to see if we found the object that blocks view,
1446 * and make sure we have a below pointer for it so that 1468 * and make sure we have a below pointer for it so that
1447 * we can get inserted below this one, which requires we 1469 * we can get inserted below this one, which requires we
1520 */ 1542 */
1521 1543
1522 /* if this is not the head or flag has been passed, don't check walk on status */ 1544 /* if this is not the head or flag has been passed, don't check walk on status */
1523 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1545 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1524 { 1546 {
1525 if (check_move_on (op, originator)) 1547 if (check_move_on (op, originator, flag))
1526 return 0; 1548 return 0;
1527 1549
1528 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, let's work our way through the check
1529 * walk on's. 1551 * walk on's.
1530 */ 1552 */
1531 for (object *tmp = op->more; tmp; tmp = tmp->more) 1553 for (object *tmp = op->more; tmp; tmp = tmp->more)
1532 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator, flag))
1533 return 0; 1555 return 0;
1534 } 1556 }
1535 1557
1536 return op; 1558 return op;
1537} 1559}
1547 1569
1548 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1570 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1549 if (tmp->arch->archname == archname) /* same archetype */ 1571 if (tmp->arch->archname == archname) /* same archetype */
1550 tmp->destroy (); 1572 tmp->destroy ();
1551 1573
1552 object *tmp = arch_to_object (archetype::find (archname)); 1574 object *tmp = archetype::find (archname)->instance ();
1553 1575
1554 tmp->x = op->x; 1576 tmp->x = op->x;
1555 tmp->y = op->y; 1577 tmp->y = op->y;
1556 1578
1557 insert_ob_in_map (tmp, op->map, op, 0); 1579 insert_ob_in_map (tmp, op->map, op, 0);
1578 || (items < m->max_items 1600 || (items < m->max_items
1579 && ms.volume () < m->max_volume)) 1601 && ms.volume () < m->max_volume))
1580 return true; 1602 return true;
1581 1603
1582 if (originator && originator->is_player ()) 1604 if (originator && originator->is_player ())
1583 originator->contr->failmsg (format ( 1605 originator->contr->failmsgf (
1584 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1606 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1585 query_name () 1607 query_name ()
1586 )); 1608 );
1587 1609
1588 return false; 1610 return false;
1589} 1611}
1590 1612
1591/* 1613/*
1603 1625
1604 nr = min (nr, nrof); 1626 nr = min (nr, nrof);
1605 1627
1606 if (nrof > nr) 1628 if (nrof > nr)
1607 { 1629 {
1630 sint64 oweight = total_weight ();
1631
1608 nrof -= nr; 1632 nrof -= nr;
1609 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1610 1633
1611 if (object *pl = visible_to ()) 1634 if (object *pl = visible_to ())
1612 esrv_update_item (UPD_NROF, pl, this); 1635 esrv_update_item (UPD_NROF, pl, this);
1636
1637 adjust_weight (env, oweight, total_weight ());
1613 1638
1614 return true; 1639 return true;
1615 } 1640 }
1616 else 1641 else
1617 { 1642 {
1692 if (op->nrof) 1717 if (op->nrof)
1693 for (object *tmp = inv; tmp; tmp = tmp->below) 1718 for (object *tmp = inv; tmp; tmp = tmp->below)
1694 if (object::can_merge (tmp, op)) 1719 if (object::can_merge (tmp, op))
1695 { 1720 {
1696 /* return the original object and remove inserted object 1721 /* return the original object and remove inserted object
1697 (client needs the original object) */ 1722 (client prefers the original object) */
1723
1724 // carring must be 0 for mergable objects
1725 sint64 oweight = tmp->weight * tmp->nrof;
1726
1698 tmp->nrof += op->nrof; 1727 tmp->nrof += op->nrof;
1699 1728
1700 if (object *pl = tmp->visible_to ()) 1729 if (object *pl = tmp->visible_to ())
1701 esrv_update_item (UPD_NROF, pl, tmp); 1730 esrv_update_item (UPD_NROF, pl, tmp);
1702 1731
1703 adjust_weight (this, op->total_weight ()); 1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1704 1733
1705 op->destroy (); 1734 op->destroy ();
1706 op = tmp; 1735 op = tmp;
1707 goto inserted; 1736 goto inserted;
1708 } 1737 }
1724 op->flag [FLAG_REMOVED] = 0; 1753 op->flag [FLAG_REMOVED] = 0;
1725 1754
1726 if (object *pl = op->visible_to ()) 1755 if (object *pl = op->visible_to ())
1727 esrv_send_item (pl, op); 1756 esrv_send_item (pl, op);
1728 1757
1729 adjust_weight (this, op->total_weight ()); 1758 adjust_weight (this, 0, op->total_weight ());
1730 1759
1731inserted: 1760inserted:
1732 /* reset the light list and los of the players on the map */ 1761 /* reset the light list and los of the players on the map */
1733 if (op->glow_radius && is_on_map ()) 1762 if (op->glow_radius && is_on_map ())
1734 { 1763 {
1763 * MSW 2001-07-08: Check all objects on space, not just those below 1792 * MSW 2001-07-08: Check all objects on space, not just those below
1764 * object being inserted. insert_ob_in_map may not put new objects 1793 * object being inserted. insert_ob_in_map may not put new objects
1765 * on top. 1794 * on top.
1766 */ 1795 */
1767int 1796int
1768check_move_on (object *op, object *originator) 1797check_move_on (object *op, object *originator, int flags)
1769{ 1798{
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1799 if (op->flag [FLAG_NO_APPLY])
1771 return 0; 1800 return 0;
1772 1801
1773 object *tmp; 1802 object *tmp;
1774 maptile *m = op->map; 1803 maptile *m = op->map;
1775 int x = op->x, y = op->y; 1804 int x = op->x, y = op->y;
1812 * Second check makes sure that the movement types not being slowed 1841 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1842 * (~slow_move) is not blocked on this space - just because the
1814 * space doesn't slow down swimming (for example), if you can't actually 1843 * space doesn't slow down swimming (for example), if you can't actually
1815 * swim on that space, can't use it to avoid the penalty. 1844 * swim on that space, can't use it to avoid the penalty.
1816 */ 1845 */
1817 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1846 if (!op->flag [FLAG_WIZPASS])
1818 { 1847 {
1819 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1848 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1820 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1849 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1821 { 1850 {
1822 float diff = tmp->move_slow_penalty * fabs (op->speed); 1851 float diff = tmp->move_slow_penalty * fabs (op->speed);
1832 1861
1833 /* Basically same logic as above, except now for actual apply. */ 1862 /* Basically same logic as above, except now for actual apply. */
1834 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1863 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1835 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1864 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1836 { 1865 {
1866 if ((flags & INS_NO_AUTO_EXIT)
1867 && (tmp->type == EXIT || tmp->type == TELEPORTER
1868 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1869 continue;
1870
1837 move_apply (tmp, op, originator); 1871 move_apply (tmp, op, originator);
1838 1872
1839 if (op->destroyed ()) 1873 if (op->destroyed ())
1840 return 1; 1874 return 1;
1841 1875
1953void 1987void
1954flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
1955{ 1989{
1956 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1957 { 1991 {
1958 SET_FLAG (tmp, flag); 1992 tmp->set_flag (flag);
1959 flag_inv (tmp, flag); 1993 flag_inv (tmp, flag);
1960 } 1994 }
1961} 1995}
1962 1996
1963/* 1997/*
1966void 2000void
1967unflag_inv (object *op, int flag) 2001unflag_inv (object *op, int flag)
1968{ 2002{
1969 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2003 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1970 { 2004 {
1971 CLEAR_FLAG (tmp, flag); 2005 tmp->clr_flag (flag);
1972 unflag_inv (tmp, flag); 2006 unflag_inv (tmp, flag);
1973 } 2007 }
1974} 2008}
1975 2009
1976/* 2010/*
2166{ 2200{
2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2201 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2168} 2202}
2169 2203
2170/* 2204/*
2171 * find_dir_2(delta-x,delta-y) will return a direction in which 2205 * find_dir_2(delta-x,delta-y) will return a direction value
2172 * an object which has subtracted the x and y coordinates of another 2206 * for running into direct [dx, dy].
2173 * object, needs to travel toward it. 2207 * (the opposite of crossfire's find_dir_2!)
2174 */ 2208 */
2175int 2209int
2176find_dir_2 (int x, int y) 2210find_dir_2 (int x, int y)
2177{ 2211{
2212#if 1 // new algorithm
2213 // this works by putting x, y into 16 sectors, which
2214 // are not equal sized, but are a better approximation
2215 // then the old algorithm, and then using a mapping
2216 // table to map it into a direction value.
2217 // basically, it maps these comparisons to each bit
2218 // bit #3: x < 0
2219 // bit #2: y < 0
2220 // bit #1: x > y
2221 // bit #0: x > 2y
2222
2223 static const uint8 dir[16] = {
2224 4, 5, 4, 3,
2225 2, 1, 2, 3,
2226 6, 5, 6, 7,
2227 8, 1, 8, 7,
2228 };
2229 int sector = 0;
2230
2231 // this is a bit ugly, but more likely to result in branchless code
2232 sector |= x < 0 ? 8 : 0;
2233 x = x < 0 ? -x : x; // abs
2234
2235 sector |= y < 0 ? 4 : 0;
2236 y = y < 0 ? -y : y; // abs
2237
2238 if (x > y)
2239 {
2240 sector |= 2;
2241
2242 if (x > y * 2)
2243 sector |= 1;
2244 }
2245 else
2246 {
2247 if (y > x * 2)
2248 sector |= 1;
2249 else if (!y)
2250 return 0; // x == 0 here
2251 }
2252
2253 return dir [sector];
2254#else // old algorithm
2178 int q; 2255 int q;
2179 2256
2180 if (y) 2257 if (y)
2181 q = x * 100 / y; 2258 q = 128 * x / y;
2182 else if (x) 2259 else if (x)
2183 q = -300 * x; 2260 q = -512 * x; // to make it > 309
2184 else 2261 else
2185 return 0; 2262 return 0;
2186 2263
2187 if (y > 0) 2264 if (y > 0)
2188 { 2265 {
2189 if (q < -242) 2266 if (q < -309) return 7;
2267 if (q < -52) return 6;
2268 if (q < 52) return 5;
2269 if (q < 309) return 4;
2270
2190 return 3; 2271 return 3;
2191 if (q < -41) 2272 }
2192 return 2; 2273 else
2193 if (q < 41) 2274 {
2194 return 1; 2275 if (q < -309) return 3;
2195 if (q < 242) 2276 if (q < -52) return 2;
2196 return 8; 2277 if (q < 52) return 1;
2278 if (q < 309) return 8;
2279
2197 return 7; 2280 return 7;
2198 } 2281 }
2199 2282#endif
2200 if (q < -242)
2201 return 7;
2202 if (q < -41)
2203 return 6;
2204 if (q < 41)
2205 return 5;
2206 if (q < 242)
2207 return 4;
2208
2209 return 3;
2210} 2283}
2211 2284
2212/* 2285/*
2213 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2286 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2214 * between two directions (which are expected to be absolute (see absdir()) 2287 * between two directions (which are expected to be absolute (see absdir())
2215 */ 2288 */
2216int 2289int
2217dirdiff (int dir1, int dir2) 2290dirdiff (int dir1, int dir2)
2218{ 2291{
2219 int d;
2220
2221 d = abs (dir1 - dir2); 2292 int d = abs (dir1 - dir2);
2222 if (d > 4)
2223 d = 8 - d;
2224 2293
2225 return d; 2294 return d > 4 ? 8 - d : d;
2226} 2295}
2227 2296
2228/* peterm: 2297/* peterm:
2229 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2298 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2230 * Basically, this is a table of directions, and what directions 2299 * Basically, this is a table of directions, and what directions
2336 * Add a check so we can't pick up invisible objects (0.93.8) 2405 * Add a check so we can't pick up invisible objects (0.93.8)
2337 */ 2406 */
2338int 2407int
2339can_pick (const object *who, const object *item) 2408can_pick (const object *who, const object *item)
2340{ 2409{
2341 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2410 return /*who->flag [FLAG_WIZ]|| */
2342 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2343 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2412 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2344} 2413}
2345 2414
2346/* 2415/*
2347 * create clone from object to another 2416 * create clone from object to another
2348 */ 2417 */
2380 return tmp; 2449 return tmp;
2381 2450
2382 return 0; 2451 return 0;
2383} 2452}
2384 2453
2454/* Zero the key_values on op, decrementing the shared-string
2455 * refcounts and freeing the links.
2456 */
2457void
2458key_values::clear ()
2459{
2460 for (key_value *kvp = first; kvp; )
2461 {
2462 key_value *next = kvp->next;
2463 delete kvp;
2464 kvp = next;
2465 }
2466
2467 first = 0;
2468}
2469
2385shstr_tmp 2470shstr_tmp
2386object::kv_get (shstr_tmp key) const 2471key_values::get (shstr_tmp key) const
2387{ 2472{
2388 for (key_value *kv = key_values; kv; kv = kv->next) 2473 for (key_value *kv = first; kv; kv = kv->next)
2389 if (kv->key == key) 2474 if (kv->key == key)
2390 return kv->value; 2475 return kv->value;
2391 2476
2392 return shstr (); 2477 return shstr ();
2393} 2478}
2394 2479
2395void 2480void
2481key_values::add (shstr_tmp key, shstr_tmp value)
2482{
2483 key_value *kv = new key_value;
2484
2485 kv->next = first;
2486 kv->key = key;
2487 kv->value = value;
2488
2489 first = kv;
2490}
2491
2492void
2396object::kv_set (shstr_tmp key, shstr_tmp value) 2493key_values::set (shstr_tmp key, shstr_tmp value)
2397{ 2494{
2398 for (key_value *kv = key_values; kv; kv = kv->next) 2495 for (key_value *kv = first; kv; kv = kv->next)
2399 if (kv->key == key) 2496 if (kv->key == key)
2400 { 2497 {
2401 kv->value = value; 2498 kv->value = value;
2402 return; 2499 return;
2403 } 2500 }
2404 2501
2405 key_value *kv = new key_value; 2502 add (key, value);
2406
2407 kv->next = key_values;
2408 kv->key = key;
2409 kv->value = value;
2410
2411 key_values = kv;
2412} 2503}
2413 2504
2414void 2505void
2415object::kv_del (shstr_tmp key) 2506key_values::del (shstr_tmp key)
2416{ 2507{
2417 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2508 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2418 if ((*kvp)->key == key) 2509 if ((*kvp)->key == key)
2419 { 2510 {
2420 key_value *kv = *kvp; 2511 key_value *kv = *kvp;
2421 *kvp = (*kvp)->next; 2512 *kvp = (*kvp)->next;
2422 delete kv; 2513 delete kv;
2423 return; 2514 return;
2424 } 2515 }
2516}
2517
2518void
2519key_values::reverse ()
2520{
2521 key_value *prev = 0;
2522 key_value *head = first;
2523
2524 while (head)
2525 {
2526 key_value *node = head;
2527 head = head->next;
2528 node->next = prev;
2529 prev = node;
2530 }
2531
2532 first = prev;
2533}
2534
2535key_values &
2536key_values::operator =(const key_values &kv)
2537{
2538 clear ();
2539
2540 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2541 add (kvp->key, kvp->value);
2542
2543 reverse ();
2425} 2544}
2426 2545
2427object::depth_iterator::depth_iterator (object *container) 2546object::depth_iterator::depth_iterator (object *container)
2428: iterator_base (container) 2547: iterator_base (container)
2429{ 2548{
2556 // TODO: this does not seem to serve any purpose anymore? 2675 // TODO: this does not seem to serve any purpose anymore?
2557#if 0 2676#if 0
2558 // insert the "Close Container" object. 2677 // insert the "Close Container" object.
2559 if (archetype *closer = new_container->other_arch) 2678 if (archetype *closer = new_container->other_arch)
2560 { 2679 {
2561 object *closer = arch_to_object (new_container->other_arch); 2680 object *closer = new_container->other_arch->instance ();
2562 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2681 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2563 new_container->insert (closer); 2682 new_container->insert (closer);
2564 } 2683 }
2565#endif 2684#endif
2566 2685
2609object::force_add (shstr_tmp name, int duration) 2728object::force_add (shstr_tmp name, int duration)
2610{ 2729{
2611 if (object *force = force_find (name)) 2730 if (object *force = force_find (name))
2612 force->destroy (); 2731 force->destroy ();
2613 2732
2614 object *force = get_archetype (FORCE_NAME); 2733 object *force = archetype::get (FORCE_NAME);
2615 2734
2616 force->slaying = name; 2735 force->slaying = name;
2617 force->force_set_timer (duration); 2736 force->force_set_timer (duration);
2618 force->flag [FLAG_APPLIED] = true; 2737 force->flag [FLAG_APPLIED] = true;
2619 2738
2672 2791
2673 insert (force); 2792 insert (force);
2674 } 2793 }
2675} 2794}
2676 2795
2796void object::change_move_type (MoveType mt)
2797{
2798 if (move_type == mt)
2799 return;
2800
2801 if (is_on_map ())
2802 {
2803 // we are on the map, so handle move_on/off effects
2804 remove ();
2805 move_type = mt;
2806 map->insert (this, x, y, this);
2807 }
2808 else
2809 move_type = mt;
2810}
2811
2812/* object should be a player.
2813 * we return the object the player has marked with the 'mark' command
2814 * below. If no match is found (or object has changed), we return
2815 * NULL. We leave it up to the calling function to print messages if
2816 * nothing is found.
2817 */
2818object *
2819object::mark () const
2820{
2821 if (contr && contr->mark && contr->mark->env == this)
2822 return contr->mark;
2823 else
2824 return 0;
2825}
2826
2827// put marked object first in the inventory
2828// this is used by identify-like spells so players can influence
2829// the order a bit.
2830void
2831object::splay_marked ()
2832{
2833 if (object *marked = mark ())
2834 splay (marked);
2835}
2836

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