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Comparing deliantra/server/common/object.C (file contents):
Revision 1.296 by root, Fri Nov 6 13:31:47 2009 UTC vs.
Revision 1.349 by root, Sun May 8 11:44:43 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
101 125
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1); 127 _exit (1);
104 } 128 }
105 129
106 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
107 buf[0] = 0; 131 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
109 133
110 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
111 { 135 {
138 162
139void 163void
140UUID::init () 164UUID::init ()
141{ 165{
142 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;
143} 232}
144 233
145/* 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. */
146static bool 235static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
148{ 237{
149 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
150 * 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
151 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
152 */ 241 */
153 242
154 /* For each field in wants, */ 243 /* For each field in wants, */
155 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
156 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
157 return false; 246 return false;
158 247
159 /* 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. */
160 return true; 249 return true;
161} 250}
183 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
184 * check weight 273 * check weight
185 */ 274 */
186bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
187{ 276{
188 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
189 if (ob1 == ob2 278 if (ob1 == ob2
190 || ob1->type != ob2->type 279 || ob1->type != ob2->type
191 || ob1->speed != ob2->speed
192 || ob1->value != ob2->value 280 || ob1->value != ob2->value
193 || 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)
194 return 0; 284 return 0;
195 285
196 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
197 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
198 if (ob1->nrof > 0x7fffffff - ob2->nrof) 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
202 * 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
203 * 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
204 * 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
205 * flags lose any meaning. 295 * flags lose any meaning.
206 */ 296 */
207 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
208 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
209 299
210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
211 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
212 302
213 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
214 || ob1->name != ob2->name 304 || ob1->name != ob2->name
215 || ob1->title != ob2->title 305 || ob1->title != ob2->title
216 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
219 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
220 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
221 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
222 || ob1->value != ob2->value 312 || ob1->value != ob2->value
223 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
224 || (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
225 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
226 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
227 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
228 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
229 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
230 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
231 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
232 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
233 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
234 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
235 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
238 return 0; 328 return 0;
239 329
240 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
265 355
266 /* 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,
267 * 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
268 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
269 */ 359 */
270 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
271 return 0; 361 return 0;
272 362
273 /* 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
274 * 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
275 * check? 365 * check?
276 */ 366 */
277 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
278 return 0; 368 return 0;
279 369
280 switch (ob1->type) 370 switch (ob1->type)
281 { 371 {
282 case SCROLL: 372 case SCROLL:
283 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
284 return 0; 374 return 0;
285 break; 375 break;
286 } 376 }
287 377
288 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
289 { 379 {
290 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
291 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
292 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
293 383
294 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
295 return 0; 385 return 0;
296 } 386 }
356 446
357 return 0; 447 return 0;
358} 448}
359 449
360// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
361static sint32 451static uint32
362weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
363{ 453{
364 return op->type == CONTAINER 454 return op->type == CONTAINER
365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
366 : weight; 456 : weight;
367} 457}
368 458
369/* 459/*
370 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
371 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
372 */ 462 */
373static void 463static void
374adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
375{ 465{
376 while (op) 466 while (op)
377 { 467 {
378 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
382 469
383 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
384 return; 471 op->carrying += weight_adjust_for (op, add);
385
386 op->carrying += weight;
387 472
388 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
389 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
390 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
391 476
477 sub = ocarrying;
478 add = op->carrying;
479
392 op = op->env; 480 op = op->env;
393 } 481 }
394} 482}
395 483
396/* 484/*
403{ 491{
404 sint32 sum = 0; 492 sint32 sum = 0;
405 493
406 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
407 { 495 {
408 if (op->inv)
409 op->update_weight (); 496 op->update_weight ();
410 497
411 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
412 } 499 }
413
414 sum = weight_adjust_for (this, sum);
415 500
416 if (sum != carrying) 501 if (sum != carrying)
417 { 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
418 carrying = sum; 507 carrying = sum;
419 508
420 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
421 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
422 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
450object * 539object *
451find_object (tag_t i) 540find_object (tag_t i)
452{ 541{
453 for_all_objects (op) 542 for_all_objects (op)
454 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)
455 return op; 559 return op;
456 560
457 return 0; 561 return 0;
458} 562}
459 563
493 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 ());
494 return; 598 return;
495 } 599 }
496 600
497 this->owner = owner; 601 this->owner = owner;
498}
499
500int
501object::slottype () const
502{
503 if (type == SKILL)
504 {
505 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
506 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
507 }
508 else
509 {
510 if (slot [body_combat].info) return slot_combat;
511 if (slot [body_range ].info) return slot_ranged;
512 }
513
514 return slot_none;
515}
516
517bool
518object::change_weapon (object *ob)
519{
520 if (current_weapon == ob)
521 return true;
522
523 if (chosen_skill)
524 chosen_skill->flag [FLAG_APPLIED] = false;
525
526 current_weapon = ob;
527 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
528
529 if (chosen_skill)
530 chosen_skill->flag [FLAG_APPLIED] = true;
531
532 update_stats ();
533
534 if (ob)
535 {
536 // now check wether any body locations became invalid, in which case
537 // we cannot apply the weapon at the moment.
538 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
539 if (slot[i].used < 0)
540 {
541 current_weapon = chosen_skill = 0;
542 update_stats ();
543
544 new_draw_info_format (NDI_UNIQUE, 0, this,
545 "You try to balance all your items at once, "
546 "but the %s is just too much for your body. "
547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
549 return false;
550 }
551
552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
553 }
554 else
555 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
556
557 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
558 {
559 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
560 &name, ob->debug_desc ());
561 return false;
562 }
563
564 return true;
565}
566
567/* Zero the key_values on op, decrementing the shared-string
568 * refcounts and freeing the links.
569 */
570static void
571free_key_values (object *op)
572{
573 for (key_value *i = op->key_values; i; )
574 {
575 key_value *next = i->next;
576 delete i;
577
578 i = next;
579 }
580
581 op->key_values = 0;
582} 602}
583 603
584/* 604/*
585 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
586 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
592void 612void
593object::copy_to (object *dst) 613object::copy_to (object *dst)
594{ 614{
595 dst->remove (); 615 dst->remove ();
596 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
597 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
598
599 /* Copy over key_values, if any. */
600 if (key_values)
601 {
602 key_value *tail = 0;
603 dst->key_values = 0;
604
605 for (key_value *i = key_values; i; i = i->next)
606 {
607 key_value *new_link = new key_value;
608
609 new_link->next = 0;
610 new_link->key = i->key;
611 new_link->value = i->value;
612
613 /* Try and be clever here, too. */
614 if (!dst->key_values)
615 {
616 dst->key_values = new_link;
617 tail = new_link;
618 }
619 else
620 {
621 tail->next = new_link;
622 tail = new_link;
623 }
624 }
625 }
626
627 if (speed < 0)
628 dst->speed_left -= rndm ();
629
630 dst->activate (); 622 dst->activate ();
631} 623}
632 624
633void 625void
634object::instantiate () 626object::instantiate ()
635{ 627{
636 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
637 uuid = UUID::gen (); 629 uuid = UUID::gen ();
638 630
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
639 speed_left = -0.1f; 635 speed_left = -1.;
636
640 /* 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
641 * 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.
642 * 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
643 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
644 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
652object * 649object *
653object::clone () 650object::clone ()
654{ 651{
655 object *neu = create (); 652 object *neu = create ();
656 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
657 neu->map = map; // not copied by copy_to 659 neu->map = map; // not copied by copy_to
658 return neu; 660 return neu;
659} 661}
660 662
661/* 663/*
664 * 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.
665 */ 667 */
666void 668void
667update_turn_face (object *op) 669update_turn_face (object *op)
668{ 670{
669 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
670 return; 672 return;
671 673
672 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
673 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
674} 676}
679 * 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.
680 */ 682 */
681void 683void
682object::set_speed (float speed) 684object::set_speed (float speed)
683{ 685{
684 if (flag [FLAG_FREED] && speed)
685 {
686 LOG (llevError, "Object %s is freed but has speed.\n", &name);
687 speed = 0;
688 }
689
690 this->speed = speed; 686 this->speed = speed;
691 687
692 if (has_active_speed ()) 688 if (has_active_speed ())
693 activate (); 689 activate ();
694 else 690 else
741 } 737 }
742 738
743 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
744 740
745 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
746 /* nop */; 742 m.update_up (); // nothing to do except copy up
747 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
748 { 744 {
745#if 0
749 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
750 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
751 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
752 || (op->is_player () && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
753 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
754 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
755 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
756 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
757 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
758 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
759 /* 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
760 * have move_allow right now. 757 * have move_allow right now.
761 */ 758 */
762 || ((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
763 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
764 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
765 } 765 }
766 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
767 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
768 * that is being removed. 768 * that is being removed.
769 */ 769 */
770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
771 m.invalidate (); 771 m.invalidate ();
772 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
773 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
774 else 774 else
775 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
776 776
777 if (op->more) 777 if (op->more)
778 update_object (op->more, action); 778 update_object (op->more, action);
779} 779}
780 780
781object::object () 781object::object ()
782{ 782{
783 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
784 784
785 //expmul = 1.0; declared const for the time being 785 //expmul = 1.0; declared const for the time being
786 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
787} 788}
788 789
789object::~object () 790object::~object ()
790{ 791{
791 unlink (); 792 unlink ();
792 793
793 free_key_values (this); 794 kv.clear ();
794} 795}
795
796static int object_count;
797 796
798void object::link () 797void object::link ()
799{ 798{
800 assert (!index);//D 799 assert (!index);//D
801 uuid = UUID::gen (); 800 uuid = UUID::gen ();
802 count = ++object_count;
803 801
804 refcnt_inc (); 802 refcnt_inc ();
805 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
806} 807}
807 808
808void object::unlink () 809void object::unlink ()
809{ 810{
810 if (!index) 811 if (!index)
811 return; 812 return;
813
814 ++destroy_count;
812 815
813 objects.erase (this); 816 objects.erase (this);
814 refcnt_dec (); 817 refcnt_dec ();
815} 818}
816 819
895 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
896 * drop on that space. 899 * drop on that space.
897 */ 900 */
898 if (!drop_to_ground 901 if (!drop_to_ground
899 || !map 902 || !map
900 || map->in_memory != MAP_ACTIVE 903 || !map->linkable ()
901 || map->no_drop 904 || map->no_drop
902 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
903 { 906 {
904 while (inv) 907 while (inv)
905 inv->destroy (); 908 inv->destroy ();
921 map->insert (op, x, y); 924 map->insert (op, x, y);
922 } 925 }
923 } 926 }
924} 927}
925 928
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 *
926object *object::create () 966object::create ()
927{ 967{
928 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
929 op->link (); 990 op->link ();
991
930 return op; 992 return op;
931} 993}
932 994
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
933static struct freed_map : maptile 1010static struct freed_map : maptile
934{ 1011{
935 freed_map () 1012 freed_map ()
1013 : maptile (3, 3)
936 { 1014 {
937 path = "<freed objects map>"; 1015 path = "<freed objects map>";
938 name = "/internal/freed_objects_map"; 1016 name = "/internal/freed_objects_map";
939 width = 3;
940 height = 3;
941 no_drop = 1; 1017 no_drop = 1;
942 no_reset = 1; 1018 no_reset = 1;
943 1019
944 alloc ();
945 in_memory = MAP_ACTIVE; 1020 state = MAP_ACTIVE;
946 } 1021 }
947 1022
948 ~freed_map () 1023 ~freed_map ()
949 { 1024 {
950 destroy (); 1025 destroy ();
1000 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1001 head->destroy (); 1076 head->destroy ();
1002 return; 1077 return;
1003 } 1078 }
1004 1079
1005 destroy_inv (false); 1080 destroy_inv_fast ();
1006 1081
1007 if (is_head ()) 1082 if (is_head ())
1008 if (sound_destroy) 1083 if (sound_destroy)
1009 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1010 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1042 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
1043 if (object *pl = visible_to ()) 1118 if (object *pl = visible_to ())
1044 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1045 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
1046 1121
1047 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1048 1123
1049 object *pl = in_player (); 1124 object *pl = in_player ();
1050 1125
1051 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1052 * 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
1062 1137
1063 above = 0; 1138 above = 0;
1064 below = 0; 1139 below = 0;
1065 env = 0; 1140 env = 0;
1066 1141
1067 /* NO_FIX_PLAYER is set when a great many changes are being 1142 if (pl && pl->is_player ())
1068 * made to players inventory. If set, avoiding the call
1069 * to save cpu time.
1070 */ 1143 {
1071 if (pl) 1144 if (expect_false (pl->contr->combat_ob == this))
1072 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1073 { 1145 {
1074 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 }
1075 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
1076 if (glow_radius && pl->is_on_map ()) 1160 if (expect_false (glow_radius) && pl->is_on_map ())
1077 update_all_los (pl->map, pl->x, pl->y); 1161 update_all_los (pl->map, pl->x, pl->y);
1078 } 1162 }
1079 } 1163 }
1080 else if (map) 1164 else if (map)
1081 { 1165 {
1082 map->dirty = true; 1166 map->dirty = true;
1083 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1101 else if (pl->container_ () == this) 1185 else if (pl->container_ () == this)
1102 { 1186 {
1103 // removing a container should close it 1187 // removing a container should close it
1104 close_container (); 1188 close_container ();
1105 } 1189 }
1106 1190 else
1107 esrv_del_item (pl->contr, count); 1191 esrv_del_item (pl->contr, count);
1108 } 1192 }
1109 1193
1110 /* link the object above us */ 1194 /* link the object above us */
1111 // re-link, make sure compiler can easily use cmove 1195 // re-link, make sure compiler can easily use cmove
1112 *(above ? &above->below : &ms.top) = below; 1196 *(above ? &above->below : &ms.top) = below;
1114 1198
1115 above = 0; 1199 above = 0;
1116 below = 0; 1200 below = 0;
1117 1201
1118 ms.invalidate (); 1202 ms.invalidate ();
1119
1120 if (map->in_memory == MAP_SAVING)
1121 return;
1122 1203
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1204 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1205
1125 if (object *pl = ms.player ()) 1206 if (object *pl = ms.player ())
1126 { 1207 {
1203 1284
1204 object *prev = this; 1285 object *prev = this;
1205 1286
1206 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1287 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1207 { 1288 {
1208 object *op = arch_to_object (at); 1289 object *op = at->instance ();
1209 1290
1210 op->name = name; 1291 op->name = name;
1211 op->name_pl = name_pl; 1292 op->name_pl = name_pl;
1212 op->title = title; 1293 op->title = title;
1213 1294
1251 * 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
1252 * to be set if special handling is needed. 1333 * to be set if special handling is needed.
1253 * 1334 *
1254 * Return value: 1335 * Return value:
1255 * new object if 'op' was merged with other object 1336 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1337 * NULL if there was an error (destroyed, blocked etc.)
1257 * just 'op' otherwise 1338 * just 'op' otherwise
1258 */ 1339 */
1259object * 1340object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1341insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1342{
1262 op->remove (); 1343 op->remove ();
1263 1344
1264 if (m == &freed_map)//D TODO: remove soon 1345 if (m == &freed_map)//D TODO: remove soon
1265 {//D 1346 {//D
1266 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
1267 }//D 1348 }//D
1268 1349
1269 /* Ideally, the caller figures this out. However, it complicates a lot 1350 /* Ideally, the caller figures this out. However, it complicates a lot
1270 * 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
1271 * need extra work 1352 * need extra work
1298 // from here :/ 1379 // from here :/
1299 op->nrof += tmp->nrof; 1380 op->nrof += tmp->nrof;
1300 tmp->destroy (); 1381 tmp->destroy ();
1301 } 1382 }
1302 1383
1303 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 */
1304 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1385 op->clr_flag (FLAG_INV_LOCKED);
1305 1386
1306 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1387 if (!op->flag [FLAG_ALIVE])
1307 CLEAR_FLAG (op, FLAG_NO_STEAL); 1388 op->clr_flag (FLAG_NO_STEAL);
1308 1389
1309 if (flag & INS_BELOW_ORIGINATOR) 1390 if (flag & INS_BELOW_ORIGINATOR)
1310 { 1391 {
1311 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)
1312 { 1393 {
1347 * 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
1348 * that flying non pickable objects are spell objects. 1429 * that flying non pickable objects are spell objects.
1349 */ 1430 */
1350 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1351 { 1432 {
1352 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])
1353 floor = tmp; 1434 floor = tmp;
1354 1435
1355 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])
1356 { 1437 {
1357 /* We insert above top, so we want this object below this */ 1438 /* We insert above top, so we want this object below this */
1358 top = tmp->below; 1439 top = tmp->below;
1359 break; 1440 break;
1360 } 1441 }
1378 && (op->face && !faces [op->face].visibility)) 1459 && (op->face && !faces [op->face].visibility))
1379 { 1460 {
1380 object *last; 1461 object *last;
1381 1462
1382 for (last = top; last != floor; last = last->below) 1463 for (last = top; last != floor; last = last->below)
1383 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1464 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1384 break; 1465 break;
1385 1466
1386 /* Check to see if we found the object that blocks view, 1467 /* Check to see if we found the object that blocks view,
1387 * 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
1388 * we can get inserted below this one, which requires we 1469 * we can get inserted below this one, which requires we
1461 */ 1542 */
1462 1543
1463 /* 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 */
1464 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1545 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1465 { 1546 {
1466 if (check_move_on (op, originator)) 1547 if (check_move_on (op, originator, flag))
1467 return 0; 1548 return 0;
1468 1549
1469 /* 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
1470 * walk on's. 1551 * walk on's.
1471 */ 1552 */
1472 for (object *tmp = op->more; tmp; tmp = tmp->more) 1553 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator, flag))
1474 return 0; 1555 return 0;
1475 } 1556 }
1476 1557
1477 return op; 1558 return op;
1478} 1559}
1488 1569
1489 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1570 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if (tmp->arch->archname == archname) /* same archetype */ 1571 if (tmp->arch->archname == archname) /* same archetype */
1491 tmp->destroy (); 1572 tmp->destroy ();
1492 1573
1493 object *tmp = arch_to_object (archetype::find (archname)); 1574 object *tmp = archetype::find (archname)->instance ();
1494 1575
1495 tmp->x = op->x; 1576 tmp->x = op->x;
1496 tmp->y = op->y; 1577 tmp->y = op->y;
1497 1578
1498 insert_ob_in_map (tmp, op->map, op, 0); 1579 insert_ob_in_map (tmp, op->map, op, 0);
1503{ 1584{
1504 if (where->env) 1585 if (where->env)
1505 return where->env->insert (this); 1586 return where->env->insert (this);
1506 else 1587 else
1507 return where->map->insert (this, where->x, where->y, originator, flags); 1588 return where->map->insert (this, where->x, where->y, originator, flags);
1589}
1590
1591// check whether we can put this into the map, respect max_volume, max_items
1592bool
1593object::can_drop_at (maptile *m, int x, int y, object *originator)
1594{
1595 mapspace &ms = m->at (x, y);
1596
1597 int items = ms.items ();
1598
1599 if (!items // testing !items ensures we can drop at least one item
1600 || (items < m->max_items
1601 && ms.volume () < m->max_volume))
1602 return true;
1603
1604 if (originator && originator->is_player ())
1605 originator->contr->failmsgf (
1606 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1607 query_name ()
1608 );
1609
1610 return false;
1508} 1611}
1509 1612
1510/* 1613/*
1511 * decrease(object, number) decreases a specified number from 1614 * decrease(object, number) decreases a specified number from
1512 * the amount of an object. If the amount reaches 0, the object 1615 * the amount of an object. If the amount reaches 0, the object
1522 1625
1523 nr = min (nr, nrof); 1626 nr = min (nr, nrof);
1524 1627
1525 if (nrof > nr) 1628 if (nrof > nr)
1526 { 1629 {
1630 sint64 oweight = total_weight ();
1631
1527 nrof -= nr; 1632 nrof -= nr;
1528 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1529 1633
1530 if (object *pl = visible_to ()) 1634 if (object *pl = visible_to ())
1531 esrv_update_item (UPD_NROF, pl, this); 1635 esrv_update_item (UPD_NROF, pl, this);
1636
1637 adjust_weight (env, oweight, total_weight ());
1532 1638
1533 return true; 1639 return true;
1534 } 1640 }
1535 else 1641 else
1536 { 1642 {
1611 if (op->nrof) 1717 if (op->nrof)
1612 for (object *tmp = inv; tmp; tmp = tmp->below) 1718 for (object *tmp = inv; tmp; tmp = tmp->below)
1613 if (object::can_merge (tmp, op)) 1719 if (object::can_merge (tmp, op))
1614 { 1720 {
1615 /* return the original object and remove inserted object 1721 /* return the original object and remove inserted object
1616 (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
1617 tmp->nrof += op->nrof; 1727 tmp->nrof += op->nrof;
1618 1728
1619 if (object *pl = tmp->visible_to ()) 1729 if (object *pl = tmp->visible_to ())
1620 esrv_update_item (UPD_NROF, pl, tmp); 1730 esrv_update_item (UPD_NROF, pl, tmp);
1621 1731
1622 adjust_weight (this, op->total_weight ()); 1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1623 1733
1624 op->destroy (); 1734 op->destroy ();
1625 op = tmp; 1735 op = tmp;
1626 goto inserted; 1736 goto inserted;
1627 } 1737 }
1643 op->flag [FLAG_REMOVED] = 0; 1753 op->flag [FLAG_REMOVED] = 0;
1644 1754
1645 if (object *pl = op->visible_to ()) 1755 if (object *pl = op->visible_to ())
1646 esrv_send_item (pl, op); 1756 esrv_send_item (pl, op);
1647 1757
1648 adjust_weight (this, op->total_weight ()); 1758 adjust_weight (this, 0, op->total_weight ());
1649 1759
1650inserted: 1760inserted:
1651 /* 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 */
1652 if (op->glow_radius && is_on_map ()) 1762 if (op->glow_radius && is_on_map ())
1653 { 1763 {
1654 update_stats (); 1764 update_stats ();
1655 update_all_los (map, x, y); 1765 update_all_los (map, x, y);
1656 } 1766 }
1657 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1767 else if (is_player ())
1658 // if this is a player's inventory, update stats 1768 // if this is a player's inventory, update stats
1659 update_stats (); 1769 contr->queue_stats_update ();
1660 1770
1661 INVOKE_OBJECT (INSERT, this); 1771 INVOKE_OBJECT (INSERT, this);
1662 1772
1663 return op; 1773 return op;
1664} 1774}
1682 * 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
1683 * 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
1684 * on top. 1794 * on top.
1685 */ 1795 */
1686int 1796int
1687check_move_on (object *op, object *originator) 1797check_move_on (object *op, object *originator, int flags)
1688{ 1798{
1689 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1799 if (op->flag [FLAG_NO_APPLY])
1690 return 0; 1800 return 0;
1691 1801
1692 object *tmp; 1802 object *tmp;
1693 maptile *m = op->map; 1803 maptile *m = op->map;
1694 int x = op->x, y = op->y; 1804 int x = op->x, y = op->y;
1731 * Second check makes sure that the movement types not being slowed 1841 * Second check makes sure that the movement types not being slowed
1732 * (~slow_move) is not blocked on this space - just because the 1842 * (~slow_move) is not blocked on this space - just because the
1733 * 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
1734 * 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.
1735 */ 1845 */
1736 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1846 if (!op->flag [FLAG_WIZPASS])
1737 { 1847 {
1738 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1848 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1739 ((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))
1740 { 1850 {
1741 float diff = tmp->move_slow_penalty * fabs (op->speed); 1851 float diff = tmp->move_slow_penalty * fabs (op->speed);
1751 1861
1752 /* Basically same logic as above, except now for actual apply. */ 1862 /* Basically same logic as above, except now for actual apply. */
1753 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1863 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1754 ((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))
1755 { 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
1756 move_apply (tmp, op, originator); 1871 move_apply (tmp, op, originator);
1757 1872
1758 if (op->destroyed ()) 1873 if (op->destroyed ())
1759 return 1; 1874 return 1;
1760 1875
1872void 1987void
1873flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
1874{ 1989{
1875 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1876 { 1991 {
1877 SET_FLAG (tmp, flag); 1992 tmp->set_flag (flag);
1878 flag_inv (tmp, flag); 1993 flag_inv (tmp, flag);
1879 } 1994 }
1880} 1995}
1881 1996
1882/* 1997/*
1885void 2000void
1886unflag_inv (object *op, int flag) 2001unflag_inv (object *op, int flag)
1887{ 2002{
1888 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2003 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1889 { 2004 {
1890 CLEAR_FLAG (tmp, flag); 2005 tmp->clr_flag (flag);
1891 unflag_inv (tmp, flag); 2006 unflag_inv (tmp, flag);
1892 } 2007 }
1893} 2008}
1894 2009
1895/* 2010/*
2085{ 2200{
2086 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);
2087} 2202}
2088 2203
2089/* 2204/*
2090 * 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
2091 * an object which has subtracted the x and y coordinates of another 2206 * for running into direct [dx, dy].
2092 * object, needs to travel toward it. 2207 * (the opposite of crossfire's find_dir_2!)
2093 */ 2208 */
2094int 2209int
2095find_dir_2 (int x, int y) 2210find_dir_2 (int x, int y)
2096{ 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
2097 int q; 2255 int q;
2098 2256
2099 if (y) 2257 if (y)
2100 q = x * 100 / y; 2258 q = 128 * x / y;
2101 else if (x) 2259 else if (x)
2102 q = -300 * x; 2260 q = -512 * x; // to make it > 309
2103 else 2261 else
2104 return 0; 2262 return 0;
2105 2263
2106 if (y > 0) 2264 if (y > 0)
2107 { 2265 {
2108 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
2109 return 3; 2271 return 3;
2110 if (q < -41) 2272 }
2111 return 2; 2273 else
2112 if (q < 41) 2274 {
2113 return 1; 2275 if (q < -309) return 3;
2114 if (q < 242) 2276 if (q < -52) return 2;
2115 return 8; 2277 if (q < 52) return 1;
2278 if (q < 309) return 8;
2279
2116 return 7; 2280 return 7;
2117 } 2281 }
2118 2282#endif
2119 if (q < -242)
2120 return 7;
2121 if (q < -41)
2122 return 6;
2123 if (q < 41)
2124 return 5;
2125 if (q < 242)
2126 return 4;
2127
2128 return 3;
2129} 2283}
2130 2284
2131/* 2285/*
2132 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2286 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2133 * between two directions (which are expected to be absolute (see absdir()) 2287 * between two directions (which are expected to be absolute (see absdir())
2134 */ 2288 */
2135int 2289int
2136dirdiff (int dir1, int dir2) 2290dirdiff (int dir1, int dir2)
2137{ 2291{
2138 int d;
2139
2140 d = abs (dir1 - dir2); 2292 int d = abs (dir1 - dir2);
2141 if (d > 4)
2142 d = 8 - d;
2143 2293
2144 return d; 2294 return d > 4 ? 8 - d : d;
2145} 2295}
2146 2296
2147/* peterm: 2297/* peterm:
2148 * 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.
2149 * Basically, this is a table of directions, and what directions 2299 * Basically, this is a table of directions, and what directions
2255 * 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)
2256 */ 2406 */
2257int 2407int
2258can_pick (const object *who, const object *item) 2408can_pick (const object *who, const object *item)
2259{ 2409{
2260 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2410 return /*who->flag [FLAG_WIZ]|| */
2261 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2262 !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));
2263} 2413}
2414
2415//-GPL
2264 2416
2265/* 2417/*
2266 * create clone from object to another 2418 * create clone from object to another
2267 */ 2419 */
2268object * 2420object *
2299 return tmp; 2451 return tmp;
2300 2452
2301 return 0; 2453 return 0;
2302} 2454}
2303 2455
2456/* Zero the key_values on op, decrementing the shared-string
2457 * refcounts and freeing the links.
2458 */
2459void
2460key_values::clear ()
2461{
2462 for (key_value *kvp = first; kvp; )
2463 {
2464 key_value *next = kvp->next;
2465 delete kvp;
2466 kvp = next;
2467 }
2468
2469 first = 0;
2470}
2471
2304shstr_tmp 2472shstr_tmp
2305object::kv_get (shstr_tmp key) const 2473key_values::get (shstr_tmp key) const
2306{ 2474{
2307 for (key_value *kv = key_values; kv; kv = kv->next) 2475 for (key_value *kv = first; kv; kv = kv->next)
2308 if (kv->key == key) 2476 if (kv->key == key)
2309 return kv->value; 2477 return kv->value;
2310 2478
2311 return shstr (); 2479 return shstr ();
2312} 2480}
2313 2481
2314void 2482void
2483key_values::add (shstr_tmp key, shstr_tmp value)
2484{
2485 key_value *kv = new key_value;
2486
2487 kv->next = first;
2488 kv->key = key;
2489 kv->value = value;
2490
2491 first = kv;
2492}
2493
2494void
2315object::kv_set (shstr_tmp key, shstr_tmp value) 2495key_values::set (shstr_tmp key, shstr_tmp value)
2316{ 2496{
2317 for (key_value *kv = key_values; kv; kv = kv->next) 2497 for (key_value *kv = first; kv; kv = kv->next)
2318 if (kv->key == key) 2498 if (kv->key == key)
2319 { 2499 {
2320 kv->value = value; 2500 kv->value = value;
2321 return; 2501 return;
2322 } 2502 }
2323 2503
2324 key_value *kv = new key_value; 2504 add (key, value);
2325
2326 kv->next = key_values;
2327 kv->key = key;
2328 kv->value = value;
2329
2330 key_values = kv;
2331} 2505}
2332 2506
2333void 2507void
2334object::kv_del (shstr_tmp key) 2508key_values::del (shstr_tmp key)
2335{ 2509{
2336 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2510 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2337 if ((*kvp)->key == key) 2511 if ((*kvp)->key == key)
2338 { 2512 {
2339 key_value *kv = *kvp; 2513 key_value *kv = *kvp;
2340 *kvp = (*kvp)->next; 2514 *kvp = (*kvp)->next;
2341 delete kv; 2515 delete kv;
2342 return; 2516 return;
2343 } 2517 }
2518}
2519
2520void
2521key_values::reverse ()
2522{
2523 key_value *prev = 0;
2524 key_value *head = first;
2525
2526 while (head)
2527 {
2528 key_value *node = head;
2529 head = head->next;
2530 node->next = prev;
2531 prev = node;
2532 }
2533
2534 first = prev;
2535}
2536
2537key_values &
2538key_values::operator =(const key_values &kv)
2539{
2540 clear ();
2541
2542 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2543 add (kvp->key, kvp->value);
2544
2545 reverse ();
2344} 2546}
2345 2547
2346object::depth_iterator::depth_iterator (object *container) 2548object::depth_iterator::depth_iterator (object *container)
2347: iterator_base (container) 2549: iterator_base (container)
2348{ 2550{
2432{ 2634{
2433 return map ? map->region (x, y) 2635 return map ? map->region (x, y)
2434 : region::default_region (); 2636 : region::default_region ();
2435} 2637}
2436 2638
2437const materialtype_t * 2639//+GPL
2438object::dominant_material () const
2439{
2440 if (materialtype_t *mt = name_to_material (materialname))
2441 return mt;
2442
2443 return name_to_material (shstr_unknown);
2444}
2445 2640
2446void 2641void
2447object::open_container (object *new_container) 2642object::open_container (object *new_container)
2448{ 2643{
2449 if (container == new_container) 2644 if (container == new_container)
2484 // TODO: this does not seem to serve any purpose anymore? 2679 // TODO: this does not seem to serve any purpose anymore?
2485#if 0 2680#if 0
2486 // insert the "Close Container" object. 2681 // insert the "Close Container" object.
2487 if (archetype *closer = new_container->other_arch) 2682 if (archetype *closer = new_container->other_arch)
2488 { 2683 {
2489 object *closer = arch_to_object (new_container->other_arch); 2684 object *closer = new_container->other_arch->instance ();
2490 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2685 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2491 new_container->insert (closer); 2686 new_container->insert (closer);
2492 } 2687 }
2493#endif 2688#endif
2494 2689
2506 play_sound (sound_find ("chest_open")); 2701 play_sound (sound_find ("chest_open"));
2507 } 2702 }
2508// else if (!old_container->env && contr && contr->ns) 2703// else if (!old_container->env && contr && contr->ns)
2509// contr->ns->floorbox_reset (); 2704// contr->ns->floorbox_reset ();
2510} 2705}
2706
2707//-GPL
2708
2709// prefetch some flat area around the player
2710static void
2711prefetch_surrounding_area (object *op, maptile *map, int range)
2712{
2713 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2714 op->x - range , op->y - range ,
2715 op->x + range + 1, op->y + range + 1);
2716 rect->m;
2717 ++rect)
2718 {
2719 rect->m->touch ();
2720 rect->m->activate ();
2721 }
2722}
2723
2724// prefetch a generous area around the player, also up and down
2725void
2726object::prefetch_surrounding_maps ()
2727{
2728 prefetch_surrounding_area (this, map, 40);
2729
2730 if (maptile *m = map->tile_available (TILE_DOWN))
2731 prefetch_surrounding_area (this, m, 20);
2732
2733 if (maptile *m = map->tile_available (TILE_UP))
2734 prefetch_surrounding_area (this, m, 20);
2735}
2736
2737//+GPL
2511 2738
2512object * 2739object *
2513object::force_find (shstr_tmp name) 2740object::force_find (shstr_tmp name)
2514{ 2741{
2515 /* cycle through his inventory to look for the MARK we want to 2742 /* cycle through his inventory to look for the MARK we want to
2520 return splay (tmp); 2747 return splay (tmp);
2521 2748
2522 return 0; 2749 return 0;
2523} 2750}
2524 2751
2525//-GPL
2526
2527void 2752void
2528object::force_set_timer (int duration) 2753object::force_set_timer (int duration)
2529{ 2754{
2530 this->duration = 1; 2755 this->duration = 1;
2531 this->speed_left = -1.f; 2756 this->speed_left = -1.f;
2537object::force_add (shstr_tmp name, int duration) 2762object::force_add (shstr_tmp name, int duration)
2538{ 2763{
2539 if (object *force = force_find (name)) 2764 if (object *force = force_find (name))
2540 force->destroy (); 2765 force->destroy ();
2541 2766
2542 object *force = get_archetype (FORCE_NAME); 2767 object *force = archetype::get (FORCE_NAME);
2543 2768
2544 force->slaying = name; 2769 force->slaying = name;
2545 force->force_set_timer (duration); 2770 force->force_set_timer (duration);
2546 force->flag [FLAG_APPLIED] = true; 2771 force->flag [FLAG_APPLIED] = true;
2547 2772
2600 2825
2601 insert (force); 2826 insert (force);
2602 } 2827 }
2603} 2828}
2604 2829
2830void object::change_move_type (MoveType mt)
2831{
2832 if (move_type == mt)
2833 return;
2834
2835 if (is_on_map ())
2836 {
2837 // we are on the map, so handle move_on/off effects
2838 remove ();
2839 move_type = mt;
2840 map->insert (this, x, y, this);
2841 }
2842 else
2843 move_type = mt;
2844}
2845
2846/* object should be a player.
2847 * we return the object the player has marked with the 'mark' command
2848 * below. If no match is found (or object has changed), we return
2849 * NULL. We leave it up to the calling function to print messages if
2850 * nothing is found.
2851 */
2852object *
2853object::mark () const
2854{
2855 if (contr && contr->mark && contr->mark->env == this)
2856 return contr->mark;
2857 else
2858 return 0;
2859}
2860
2861// put marked object first in the inventory
2862// this is used by identify-like spells so players can influence
2863// the order a bit.
2864void
2865object::splay_marked ()
2866{
2867 if (object *marked = mark ())
2868 splay (marked);
2869}
2870

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