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Comparing deliantra/server/common/object.C (file contents):
Revision 1.298 by root, Sun Nov 8 00:01:33 2009 UTC vs.
Revision 1.350 by root, Sun May 8 12:40:41 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
280 || ob1->value != ob2->value
281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
191 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED 283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
192 || ob1->value != ob2->value
193 || ob1->name != ob2->name)
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
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}
735 } 737 }
736 738
737 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
738 740
739 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
740 /* nop */; 742 m.update_up (); // nothing to do except copy up
741 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
742 { 744 {
743#if 0 745#if 0
744 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
745 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
746 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
747 || (op->is_player () && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
748 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
749 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
750 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
751 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
752 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
753 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
754 /* 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
755 * have move_allow right now. 757 * have move_allow right now.
766 * that is being removed. 768 * that is being removed.
767 */ 769 */
768 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
769 m.invalidate (); 771 m.invalidate ();
770 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
771 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
772 else 774 else
773 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
774 776
775 if (op->more) 777 if (op->more)
776 update_object (op->more, action); 778 update_object (op->more, action);
777} 779}
778 780
779object::object () 781object::object ()
780{ 782{
781 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
782 784
783 //expmul = 1.0; declared const for the time being 785 //expmul = 1.0; declared const for the time being
784 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
785} 788}
786 789
787object::~object () 790object::~object ()
788{ 791{
789 unlink (); 792 unlink ();
790 793
791 free_key_values (this); 794 kv.clear ();
792} 795}
793
794static int object_count;
795 796
796void object::link () 797void object::link ()
797{ 798{
798 assert (!index);//D 799 assert (!index);//D
799 uuid = UUID::gen (); 800 uuid = UUID::gen ();
800 count = ++object_count;
801 801
802 refcnt_inc (); 802 refcnt_inc ();
803 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
804} 807}
805 808
806void object::unlink () 809void object::unlink ()
807{ 810{
808 if (!index) 811 if (!index)
809 return; 812 return;
813
814 ++destroy_count;
810 815
811 objects.erase (this); 816 objects.erase (this);
812 refcnt_dec (); 817 refcnt_dec ();
813} 818}
814 819
893 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
894 * drop on that space. 899 * drop on that space.
895 */ 900 */
896 if (!drop_to_ground 901 if (!drop_to_ground
897 || !map 902 || !map
898 || map->in_memory != MAP_ACTIVE 903 || !map->linkable ()
899 || map->no_drop 904 || map->no_drop
900 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
901 { 906 {
902 while (inv) 907 while (inv)
903 inv->destroy (); 908 inv->destroy ();
919 map->insert (op, x, y); 924 map->insert (op, x, y);
920 } 925 }
921 } 926 }
922} 927}
923 928
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 *
924object *object::create () 966object::create ()
925{ 967{
926 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
927 op->link (); 990 op->link ();
991
928 return op; 992 return op;
929} 993}
930 994
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
1010// special "grave" map used to store all removed objects
1011// till they can be destroyed - saves a lot of checks in the rest
1012// of the code
931static struct freed_map : maptile 1013static struct freed_map
1014: maptile
932{ 1015{
933 freed_map () 1016 freed_map ()
1017 : maptile (3, 3)
934 { 1018 {
935 path = "<freed objects map>"; 1019 path = "<freed objects map>";
936 name = "/internal/freed_objects_map"; 1020 name = "/internal/freed_objects_map";
937 width = 3;
938 height = 3;
939 no_drop = 1; 1021 no_drop = 1;
940 no_reset = 1; 1022 no_reset = 1;
941 1023
942 alloc ();
943 in_memory = MAP_ACTIVE; 1024 state = MAP_ACTIVE;
944 } 1025 }
945 1026
946 ~freed_map () 1027 ~freed_map ()
947 { 1028 {
948 destroy (); 1029 destroy ();
998 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1079 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
999 head->destroy (); 1080 head->destroy ();
1000 return; 1081 return;
1001 } 1082 }
1002 1083
1003 destroy_inv (false); 1084 destroy_inv_fast ();
1004 1085
1005 if (is_head ()) 1086 if (is_head ())
1006 if (sound_destroy) 1087 if (sound_destroy)
1007 play_sound (sound_destroy); 1088 play_sound (sound_destroy);
1008 else if (flag [FLAG_MONSTER]) 1089 else if (flag [FLAG_MONSTER])
1040 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1121 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1041 if (object *pl = visible_to ()) 1122 if (object *pl = visible_to ())
1042 esrv_del_item (pl->contr, count); 1123 esrv_del_item (pl->contr, count);
1043 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1124 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1044 1125
1045 adjust_weight (env, -total_weight ()); 1126 adjust_weight (env, total_weight (), 0);
1046 1127
1047 object *pl = in_player (); 1128 object *pl = in_player ();
1048 1129
1049 /* we set up values so that it could be inserted into 1130 /* we set up values so that it could be inserted into
1050 * the map, but we don't actually do that - it is up 1131 * the map, but we don't actually do that - it is up
1060 1141
1061 above = 0; 1142 above = 0;
1062 below = 0; 1143 below = 0;
1063 env = 0; 1144 env = 0;
1064 1145
1065 /* NO_FIX_PLAYER is set when a great many changes are being 1146 if (pl && pl->is_player ())
1066 * made to players inventory. If set, avoiding the call
1067 * to save cpu time.
1068 */ 1147 {
1069 if (pl) 1148 if (expect_false (pl->contr->combat_ob == this))
1070 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1071 { 1149 {
1072 pl->update_stats (); 1150 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1151 pl->contr->combat_ob = 0;
1152 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1153 }
1073 1154
1155 if (expect_false (pl->contr->ranged_ob == this))
1156 {
1157 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1158 pl->contr->ranged_ob = 0;
1159 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1160 }
1161
1162 pl->contr->queue_stats_update ();
1163
1074 if (glow_radius && pl->is_on_map ()) 1164 if (expect_false (glow_radius) && pl->is_on_map ())
1075 update_all_los (pl->map, pl->x, pl->y); 1165 update_all_los (pl->map, pl->x, pl->y);
1076 } 1166 }
1077 } 1167 }
1078 else if (map) 1168 else if (map)
1079 { 1169 {
1080 map->dirty = true; 1170 map->dirty = true;
1081 mapspace &ms = this->ms (); 1171 mapspace &ms = this->ms ();
1099 else if (pl->container_ () == this) 1189 else if (pl->container_ () == this)
1100 { 1190 {
1101 // removing a container should close it 1191 // removing a container should close it
1102 close_container (); 1192 close_container ();
1103 } 1193 }
1104 1194 else
1105 esrv_del_item (pl->contr, count); 1195 esrv_del_item (pl->contr, count);
1106 } 1196 }
1107 1197
1108 /* link the object above us */ 1198 /* link the object above us */
1109 // re-link, make sure compiler can easily use cmove 1199 // re-link, make sure compiler can easily use cmove
1110 *(above ? &above->below : &ms.top) = below; 1200 *(above ? &above->below : &ms.top) = below;
1112 1202
1113 above = 0; 1203 above = 0;
1114 below = 0; 1204 below = 0;
1115 1205
1116 ms.invalidate (); 1206 ms.invalidate ();
1117
1118 if (map->in_memory == MAP_SAVING)
1119 return;
1120 1207
1121 int check_walk_off = !flag [FLAG_NO_APPLY]; 1208 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1209
1123 if (object *pl = ms.player ()) 1210 if (object *pl = ms.player ())
1124 { 1211 {
1201 1288
1202 object *prev = this; 1289 object *prev = this;
1203 1290
1204 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1291 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1205 { 1292 {
1206 object *op = arch_to_object (at); 1293 object *op = at->instance ();
1207 1294
1208 op->name = name; 1295 op->name = name;
1209 op->name_pl = name_pl; 1296 op->name_pl = name_pl;
1210 op->title = title; 1297 op->title = title;
1211 1298
1249 * Passing 0 for flag gives proper default values, so flag really only needs 1336 * Passing 0 for flag gives proper default values, so flag really only needs
1250 * to be set if special handling is needed. 1337 * to be set if special handling is needed.
1251 * 1338 *
1252 * Return value: 1339 * Return value:
1253 * new object if 'op' was merged with other object 1340 * new object if 'op' was merged with other object
1254 * NULL if 'op' was destroyed 1341 * NULL if there was an error (destroyed, blocked etc.)
1255 * just 'op' otherwise 1342 * just 'op' otherwise
1256 */ 1343 */
1257object * 1344object *
1258insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1345insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1259{ 1346{
1260 op->remove (); 1347 op->remove ();
1261 1348
1262 if (m == &freed_map)//D TODO: remove soon 1349 if (m == &freed_map)//D TODO: remove soon
1263 {//D 1350 {//D
1264 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1351 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1265 }//D 1352 }//D
1266 1353
1267 /* Ideally, the caller figures this out. However, it complicates a lot 1354 /* Ideally, the caller figures this out. However, it complicates a lot
1268 * of areas of callers (eg, anything that uses find_free_spot would now 1355 * of areas of callers (eg, anything that uses find_free_spot would now
1269 * need extra work 1356 * need extra work
1296 // from here :/ 1383 // from here :/
1297 op->nrof += tmp->nrof; 1384 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1385 tmp->destroy ();
1299 } 1386 }
1300 1387
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1388 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1389 op->clr_flag (FLAG_INV_LOCKED);
1303 1390
1304 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1391 if (!op->flag [FLAG_ALIVE])
1305 CLEAR_FLAG (op, FLAG_NO_STEAL); 1392 op->clr_flag (FLAG_NO_STEAL);
1306 1393
1307 if (flag & INS_BELOW_ORIGINATOR) 1394 if (flag & INS_BELOW_ORIGINATOR)
1308 { 1395 {
1309 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1396 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1310 { 1397 {
1345 * when lots of spells are cast in one area. Currently, it is presumed 1432 * when lots of spells are cast in one area. Currently, it is presumed
1346 * that flying non pickable objects are spell objects. 1433 * that flying non pickable objects are spell objects.
1347 */ 1434 */
1348 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1435 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1349 { 1436 {
1350 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1437 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1351 floor = tmp; 1438 floor = tmp;
1352 1439
1353 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1440 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1354 { 1441 {
1355 /* We insert above top, so we want this object below this */ 1442 /* We insert above top, so we want this object below this */
1356 top = tmp->below; 1443 top = tmp->below;
1357 break; 1444 break;
1358 } 1445 }
1376 && (op->face && !faces [op->face].visibility)) 1463 && (op->face && !faces [op->face].visibility))
1377 { 1464 {
1378 object *last; 1465 object *last;
1379 1466
1380 for (last = top; last != floor; last = last->below) 1467 for (last = top; last != floor; last = last->below)
1381 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1468 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1382 break; 1469 break;
1383 1470
1384 /* Check to see if we found the object that blocks view, 1471 /* Check to see if we found the object that blocks view,
1385 * and make sure we have a below pointer for it so that 1472 * and make sure we have a below pointer for it so that
1386 * we can get inserted below this one, which requires we 1473 * we can get inserted below this one, which requires we
1459 */ 1546 */
1460 1547
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1548 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1549 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1550 {
1464 if (check_move_on (op, originator)) 1551 if (check_move_on (op, originator, flag))
1465 return 0; 1552 return 0;
1466 1553
1467 /* If we are a multi part object, lets work our way through the check 1554 /* If we are a multi part object, let's work our way through the check
1468 * walk on's. 1555 * walk on's.
1469 */ 1556 */
1470 for (object *tmp = op->more; tmp; tmp = tmp->more) 1557 for (object *tmp = op->more; tmp; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1558 if (check_move_on (tmp, originator, flag))
1472 return 0; 1559 return 0;
1473 } 1560 }
1474 1561
1475 return op; 1562 return op;
1476} 1563}
1486 1573
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1574 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (tmp->arch->archname == archname) /* same archetype */ 1575 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1576 tmp->destroy ();
1490 1577
1491 object *tmp = arch_to_object (archetype::find (archname)); 1578 object *tmp = archetype::find (archname)->instance ();
1492 1579
1493 tmp->x = op->x; 1580 tmp->x = op->x;
1494 tmp->y = op->y; 1581 tmp->y = op->y;
1495 1582
1496 insert_ob_in_map (tmp, op->map, op, 0); 1583 insert_ob_in_map (tmp, op->map, op, 0);
1501{ 1588{
1502 if (where->env) 1589 if (where->env)
1503 return where->env->insert (this); 1590 return where->env->insert (this);
1504 else 1591 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1592 return where->map->insert (this, where->x, where->y, originator, flags);
1593}
1594
1595// check whether we can put this into the map, respect max_volume, max_items
1596bool
1597object::can_drop_at (maptile *m, int x, int y, object *originator)
1598{
1599 mapspace &ms = m->at (x, y);
1600
1601 int items = ms.items ();
1602
1603 if (!items // testing !items ensures we can drop at least one item
1604 || (items < m->max_items
1605 && ms.volume () < m->max_volume))
1606 return true;
1607
1608 if (originator && originator->is_player ())
1609 originator->contr->failmsgf (
1610 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1611 query_name ()
1612 );
1613
1614 return false;
1506} 1615}
1507 1616
1508/* 1617/*
1509 * decrease(object, number) decreases a specified number from 1618 * decrease(object, number) decreases a specified number from
1510 * the amount of an object. If the amount reaches 0, the object 1619 * the amount of an object. If the amount reaches 0, the object
1520 1629
1521 nr = min (nr, nrof); 1630 nr = min (nr, nrof);
1522 1631
1523 if (nrof > nr) 1632 if (nrof > nr)
1524 { 1633 {
1634 sint64 oweight = total_weight ();
1635
1525 nrof -= nr; 1636 nrof -= nr;
1526 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1527 1637
1528 if (object *pl = visible_to ()) 1638 if (object *pl = visible_to ())
1529 esrv_update_item (UPD_NROF, pl, this); 1639 esrv_update_item (UPD_NROF, pl, this);
1640
1641 adjust_weight (env, oweight, total_weight ());
1530 1642
1531 return true; 1643 return true;
1532 } 1644 }
1533 else 1645 else
1534 { 1646 {
1609 if (op->nrof) 1721 if (op->nrof)
1610 for (object *tmp = inv; tmp; tmp = tmp->below) 1722 for (object *tmp = inv; tmp; tmp = tmp->below)
1611 if (object::can_merge (tmp, op)) 1723 if (object::can_merge (tmp, op))
1612 { 1724 {
1613 /* return the original object and remove inserted object 1725 /* return the original object and remove inserted object
1614 (client needs the original object) */ 1726 (client prefers the original object) */
1727
1728 // carring must be 0 for mergable objects
1729 sint64 oweight = tmp->weight * tmp->nrof;
1730
1615 tmp->nrof += op->nrof; 1731 tmp->nrof += op->nrof;
1616 1732
1617 if (object *pl = tmp->visible_to ()) 1733 if (object *pl = tmp->visible_to ())
1618 esrv_update_item (UPD_NROF, pl, tmp); 1734 esrv_update_item (UPD_NROF, pl, tmp);
1619 1735
1620 adjust_weight (this, op->total_weight ()); 1736 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1621 1737
1622 op->destroy (); 1738 op->destroy ();
1623 op = tmp; 1739 op = tmp;
1624 goto inserted; 1740 goto inserted;
1625 } 1741 }
1641 op->flag [FLAG_REMOVED] = 0; 1757 op->flag [FLAG_REMOVED] = 0;
1642 1758
1643 if (object *pl = op->visible_to ()) 1759 if (object *pl = op->visible_to ())
1644 esrv_send_item (pl, op); 1760 esrv_send_item (pl, op);
1645 1761
1646 adjust_weight (this, op->total_weight ()); 1762 adjust_weight (this, 0, op->total_weight ());
1647 1763
1648inserted: 1764inserted:
1649 /* reset the light list and los of the players on the map */ 1765 /* reset the light list and los of the players on the map */
1650 if (op->glow_radius && is_on_map ()) 1766 if (op->glow_radius && is_on_map ())
1651 { 1767 {
1652 update_stats (); 1768 update_stats ();
1653 update_all_los (map, x, y); 1769 update_all_los (map, x, y);
1654 } 1770 }
1655 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1771 else if (is_player ())
1656 // if this is a player's inventory, update stats 1772 // if this is a player's inventory, update stats
1657 update_stats (); 1773 contr->queue_stats_update ();
1658 1774
1659 INVOKE_OBJECT (INSERT, this); 1775 INVOKE_OBJECT (INSERT, this);
1660 1776
1661 return op; 1777 return op;
1662} 1778}
1680 * MSW 2001-07-08: Check all objects on space, not just those below 1796 * MSW 2001-07-08: Check all objects on space, not just those below
1681 * object being inserted. insert_ob_in_map may not put new objects 1797 * object being inserted. insert_ob_in_map may not put new objects
1682 * on top. 1798 * on top.
1683 */ 1799 */
1684int 1800int
1685check_move_on (object *op, object *originator) 1801check_move_on (object *op, object *originator, int flags)
1686{ 1802{
1687 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1803 if (op->flag [FLAG_NO_APPLY])
1688 return 0; 1804 return 0;
1689 1805
1690 object *tmp; 1806 object *tmp;
1691 maptile *m = op->map; 1807 maptile *m = op->map;
1692 int x = op->x, y = op->y; 1808 int x = op->x, y = op->y;
1729 * Second check makes sure that the movement types not being slowed 1845 * Second check makes sure that the movement types not being slowed
1730 * (~slow_move) is not blocked on this space - just because the 1846 * (~slow_move) is not blocked on this space - just because the
1731 * space doesn't slow down swimming (for example), if you can't actually 1847 * space doesn't slow down swimming (for example), if you can't actually
1732 * swim on that space, can't use it to avoid the penalty. 1848 * swim on that space, can't use it to avoid the penalty.
1733 */ 1849 */
1734 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1850 if (!op->flag [FLAG_WIZPASS])
1735 { 1851 {
1736 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1852 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1737 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1853 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1738 { 1854 {
1739 float diff = tmp->move_slow_penalty * fabs (op->speed); 1855 float diff = tmp->move_slow_penalty * fabs (op->speed);
1749 1865
1750 /* Basically same logic as above, except now for actual apply. */ 1866 /* Basically same logic as above, except now for actual apply. */
1751 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1867 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1752 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1868 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1753 { 1869 {
1870 if ((flags & INS_NO_AUTO_EXIT)
1871 && (tmp->type == EXIT || tmp->type == TELEPORTER
1872 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1873 continue;
1874
1754 move_apply (tmp, op, originator); 1875 move_apply (tmp, op, originator);
1755 1876
1756 if (op->destroyed ()) 1877 if (op->destroyed ())
1757 return 1; 1878 return 1;
1758 1879
1870void 1991void
1871flag_inv (object *op, int flag) 1992flag_inv (object *op, int flag)
1872{ 1993{
1873 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1874 { 1995 {
1875 SET_FLAG (tmp, flag); 1996 tmp->set_flag (flag);
1876 flag_inv (tmp, flag); 1997 flag_inv (tmp, flag);
1877 } 1998 }
1878} 1999}
1879 2000
1880/* 2001/*
1883void 2004void
1884unflag_inv (object *op, int flag) 2005unflag_inv (object *op, int flag)
1885{ 2006{
1886 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2007 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1887 { 2008 {
1888 CLEAR_FLAG (tmp, flag); 2009 tmp->clr_flag (flag);
1889 unflag_inv (tmp, flag); 2010 unflag_inv (tmp, flag);
1890 } 2011 }
1891} 2012}
1892 2013
1893/* 2014/*
2083{ 2204{
2084 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2205 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2085} 2206}
2086 2207
2087/* 2208/*
2088 * find_dir_2(delta-x,delta-y) will return a direction in which 2209 * find_dir_2(delta-x,delta-y) will return a direction value
2089 * an object which has subtracted the x and y coordinates of another 2210 * for running into direct [dx, dy].
2090 * object, needs to travel toward it. 2211 * (the opposite of crossfire's find_dir_2!)
2091 */ 2212 */
2092int 2213int
2093find_dir_2 (int x, int y) 2214find_dir_2 (int x, int y)
2094{ 2215{
2216#if 1 // new algorithm
2217 // this works by putting x, y into 16 sectors, which
2218 // are not equal sized, but are a better approximation
2219 // then the old algorithm, and then using a mapping
2220 // table to map it into a direction value.
2221 // basically, it maps these comparisons to each bit
2222 // bit #3: x < 0
2223 // bit #2: y < 0
2224 // bit #1: x > y
2225 // bit #0: x > 2y
2226
2227 static const uint8 dir[16] = {
2228 4, 5, 4, 3,
2229 2, 1, 2, 3,
2230 6, 5, 6, 7,
2231 8, 1, 8, 7,
2232 };
2233 int sector = 0;
2234
2235 // this is a bit ugly, but more likely to result in branchless code
2236 sector |= x < 0 ? 8 : 0;
2237 x = x < 0 ? -x : x; // abs
2238
2239 sector |= y < 0 ? 4 : 0;
2240 y = y < 0 ? -y : y; // abs
2241
2242 if (x > y)
2243 {
2244 sector |= 2;
2245
2246 if (x > y * 2)
2247 sector |= 1;
2248 }
2249 else
2250 {
2251 if (y > x * 2)
2252 sector |= 1;
2253 else if (!y)
2254 return 0; // x == 0 here
2255 }
2256
2257 return dir [sector];
2258#else // old algorithm
2095 int q; 2259 int q;
2096 2260
2097 if (y) 2261 if (y)
2098 q = x * 100 / y; 2262 q = 128 * x / y;
2099 else if (x) 2263 else if (x)
2100 q = -300 * x; 2264 q = -512 * x; // to make it > 309
2101 else 2265 else
2102 return 0; 2266 return 0;
2103 2267
2104 if (y > 0) 2268 if (y > 0)
2105 { 2269 {
2106 if (q < -242) 2270 if (q < -309) return 7;
2271 if (q < -52) return 6;
2272 if (q < 52) return 5;
2273 if (q < 309) return 4;
2274
2107 return 3; 2275 return 3;
2108 if (q < -41) 2276 }
2109 return 2; 2277 else
2110 if (q < 41) 2278 {
2111 return 1; 2279 if (q < -309) return 3;
2112 if (q < 242) 2280 if (q < -52) return 2;
2113 return 8; 2281 if (q < 52) return 1;
2282 if (q < 309) return 8;
2283
2114 return 7; 2284 return 7;
2115 } 2285 }
2116 2286#endif
2117 if (q < -242)
2118 return 7;
2119 if (q < -41)
2120 return 6;
2121 if (q < 41)
2122 return 5;
2123 if (q < 242)
2124 return 4;
2125
2126 return 3;
2127} 2287}
2128 2288
2129/* 2289/*
2130 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2290 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2131 * between two directions (which are expected to be absolute (see absdir()) 2291 * between two directions (which are expected to be absolute (see absdir())
2132 */ 2292 */
2133int 2293int
2134dirdiff (int dir1, int dir2) 2294dirdiff (int dir1, int dir2)
2135{ 2295{
2136 int d;
2137
2138 d = abs (dir1 - dir2); 2296 int d = abs (dir1 - dir2);
2139 if (d > 4)
2140 d = 8 - d;
2141 2297
2142 return d; 2298 return d > 4 ? 8 - d : d;
2143} 2299}
2144 2300
2145/* peterm: 2301/* peterm:
2146 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2302 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2147 * Basically, this is a table of directions, and what directions 2303 * Basically, this is a table of directions, and what directions
2253 * Add a check so we can't pick up invisible objects (0.93.8) 2409 * Add a check so we can't pick up invisible objects (0.93.8)
2254 */ 2410 */
2255int 2411int
2256can_pick (const object *who, const object *item) 2412can_pick (const object *who, const object *item)
2257{ 2413{
2258 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2414 return /*who->flag [FLAG_WIZ]|| */
2259 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2415 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2260 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2416 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2261} 2417}
2418
2419//-GPL
2262 2420
2263/* 2421/*
2264 * create clone from object to another 2422 * create clone from object to another
2265 */ 2423 */
2266object * 2424object *
2297 return tmp; 2455 return tmp;
2298 2456
2299 return 0; 2457 return 0;
2300} 2458}
2301 2459
2460/* Zero the key_values on op, decrementing the shared-string
2461 * refcounts and freeing the links.
2462 */
2463void
2464key_values::clear ()
2465{
2466 for (key_value *kvp = first; kvp; )
2467 {
2468 key_value *next = kvp->next;
2469 delete kvp;
2470 kvp = next;
2471 }
2472
2473 first = 0;
2474}
2475
2302shstr_tmp 2476shstr_tmp
2303object::kv_get (shstr_tmp key) const 2477key_values::get (shstr_tmp key) const
2304{ 2478{
2305 for (key_value *kv = key_values; kv; kv = kv->next) 2479 for (key_value *kv = first; kv; kv = kv->next)
2306 if (kv->key == key) 2480 if (kv->key == key)
2307 return kv->value; 2481 return kv->value;
2308 2482
2309 return shstr (); 2483 return shstr ();
2310} 2484}
2311 2485
2312void 2486void
2487key_values::add (shstr_tmp key, shstr_tmp value)
2488{
2489 key_value *kv = new key_value;
2490
2491 kv->next = first;
2492 kv->key = key;
2493 kv->value = value;
2494
2495 first = kv;
2496}
2497
2498void
2313object::kv_set (shstr_tmp key, shstr_tmp value) 2499key_values::set (shstr_tmp key, shstr_tmp value)
2314{ 2500{
2315 for (key_value *kv = key_values; kv; kv = kv->next) 2501 for (key_value *kv = first; kv; kv = kv->next)
2316 if (kv->key == key) 2502 if (kv->key == key)
2317 { 2503 {
2318 kv->value = value; 2504 kv->value = value;
2319 return; 2505 return;
2320 } 2506 }
2321 2507
2322 key_value *kv = new key_value; 2508 add (key, value);
2323
2324 kv->next = key_values;
2325 kv->key = key;
2326 kv->value = value;
2327
2328 key_values = kv;
2329} 2509}
2330 2510
2331void 2511void
2332object::kv_del (shstr_tmp key) 2512key_values::del (shstr_tmp key)
2333{ 2513{
2334 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2514 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2335 if ((*kvp)->key == key) 2515 if ((*kvp)->key == key)
2336 { 2516 {
2337 key_value *kv = *kvp; 2517 key_value *kv = *kvp;
2338 *kvp = (*kvp)->next; 2518 *kvp = (*kvp)->next;
2339 delete kv; 2519 delete kv;
2340 return; 2520 return;
2341 } 2521 }
2522}
2523
2524void
2525key_values::reverse ()
2526{
2527 key_value *prev = 0;
2528 key_value *head = first;
2529
2530 while (head)
2531 {
2532 key_value *node = head;
2533 head = head->next;
2534 node->next = prev;
2535 prev = node;
2536 }
2537
2538 first = prev;
2539}
2540
2541key_values &
2542key_values::operator =(const key_values &kv)
2543{
2544 clear ();
2545
2546 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2547 add (kvp->key, kvp->value);
2548
2549 reverse ();
2342} 2550}
2343 2551
2344object::depth_iterator::depth_iterator (object *container) 2552object::depth_iterator::depth_iterator (object *container)
2345: iterator_base (container) 2553: iterator_base (container)
2346{ 2554{
2430{ 2638{
2431 return map ? map->region (x, y) 2639 return map ? map->region (x, y)
2432 : region::default_region (); 2640 : region::default_region ();
2433} 2641}
2434 2642
2435const materialtype_t * 2643//+GPL
2436object::dominant_material () const
2437{
2438 if (materialtype_t *mt = name_to_material (materialname))
2439 return mt;
2440
2441 return name_to_material (shstr_unknown);
2442}
2443 2644
2444void 2645void
2445object::open_container (object *new_container) 2646object::open_container (object *new_container)
2446{ 2647{
2447 if (container == new_container) 2648 if (container == new_container)
2482 // TODO: this does not seem to serve any purpose anymore? 2683 // TODO: this does not seem to serve any purpose anymore?
2483#if 0 2684#if 0
2484 // insert the "Close Container" object. 2685 // insert the "Close Container" object.
2485 if (archetype *closer = new_container->other_arch) 2686 if (archetype *closer = new_container->other_arch)
2486 { 2687 {
2487 object *closer = arch_to_object (new_container->other_arch); 2688 object *closer = new_container->other_arch->instance ();
2488 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2689 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2489 new_container->insert (closer); 2690 new_container->insert (closer);
2490 } 2691 }
2491#endif 2692#endif
2492 2693
2504 play_sound (sound_find ("chest_open")); 2705 play_sound (sound_find ("chest_open"));
2505 } 2706 }
2506// else if (!old_container->env && contr && contr->ns) 2707// else if (!old_container->env && contr && contr->ns)
2507// contr->ns->floorbox_reset (); 2708// contr->ns->floorbox_reset ();
2508} 2709}
2710
2711//-GPL
2712
2713// prefetch some flat area around the player
2714static void
2715prefetch_surrounding_area (object *op, maptile *map, int range)
2716{
2717 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2718 op->x - range , op->y - range ,
2719 op->x + range + 1, op->y + range + 1);
2720 rect->m;
2721 ++rect)
2722 {
2723 rect->m->touch ();
2724 rect->m->activate ();
2725 }
2726}
2727
2728// prefetch a generous area around the player, also up and down
2729void
2730object::prefetch_surrounding_maps ()
2731{
2732 prefetch_surrounding_area (this, map, 40);
2733
2734 if (maptile *m = map->tile_available (TILE_DOWN))
2735 prefetch_surrounding_area (this, m, 20);
2736
2737 if (maptile *m = map->tile_available (TILE_UP))
2738 prefetch_surrounding_area (this, m, 20);
2739}
2740
2741//+GPL
2509 2742
2510object * 2743object *
2511object::force_find (shstr_tmp name) 2744object::force_find (shstr_tmp name)
2512{ 2745{
2513 /* cycle through his inventory to look for the MARK we want to 2746 /* cycle through his inventory to look for the MARK we want to
2518 return splay (tmp); 2751 return splay (tmp);
2519 2752
2520 return 0; 2753 return 0;
2521} 2754}
2522 2755
2523//-GPL
2524
2525void 2756void
2526object::force_set_timer (int duration) 2757object::force_set_timer (int duration)
2527{ 2758{
2528 this->duration = 1; 2759 this->duration = 1;
2529 this->speed_left = -1.f; 2760 this->speed_left = -1.f;
2535object::force_add (shstr_tmp name, int duration) 2766object::force_add (shstr_tmp name, int duration)
2536{ 2767{
2537 if (object *force = force_find (name)) 2768 if (object *force = force_find (name))
2538 force->destroy (); 2769 force->destroy ();
2539 2770
2540 object *force = get_archetype (FORCE_NAME); 2771 object *force = archetype::get (FORCE_NAME);
2541 2772
2542 force->slaying = name; 2773 force->slaying = name;
2543 force->force_set_timer (duration); 2774 force->force_set_timer (duration);
2544 force->flag [FLAG_APPLIED] = true; 2775 force->flag [FLAG_APPLIED] = true;
2545 2776
2598 2829
2599 insert (force); 2830 insert (force);
2600 } 2831 }
2601} 2832}
2602 2833
2834void object::change_move_type (MoveType mt)
2835{
2836 if (move_type == mt)
2837 return;
2838
2839 if (is_on_map ())
2840 {
2841 // we are on the map, so handle move_on/off effects
2842 remove ();
2843 move_type = mt;
2844 map->insert (this, x, y, this);
2845 }
2846 else
2847 move_type = mt;
2848}
2849
2850/* object should be a player.
2851 * we return the object the player has marked with the 'mark' command
2852 * below. If no match is found (or object has changed), we return
2853 * NULL. We leave it up to the calling function to print messages if
2854 * nothing is found.
2855 */
2856object *
2857object::mark () const
2858{
2859 if (contr && contr->mark && contr->mark->env == this)
2860 return contr->mark;
2861 else
2862 return 0;
2863}
2864
2865// put marked object first in the inventory
2866// this is used by identify-like spells so players can influence
2867// the order a bit.
2868void
2869object::splay_marked ()
2870{
2871 if (object *marked = mark ())
2872 splay (marked);
2873}
2874

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