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Comparing deliantra/server/common/object.C (file contents):
Revision 1.312 by elmex, Sat Mar 20 00:42:08 2010 UTC vs.
Revision 1.351 by elmex, Fri Jun 3 08:36:45 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 (©) 2005,2006,2007,2008,2009,2010 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.
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000; 37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec 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;
41 47
42//+GPL 48//+GPL
43 49
44short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
45 0, 51 0,
65 9, 10, 13, 14, 17, 18, 21, 22, 71 9, 10, 13, 14, 17, 18, 21, 22,
66 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,
67 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
68}; 74};
69 75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
70static void 95static void
71write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
72{ 97{
73 CALL_BEGIN (2); 98 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
208 233
209/* 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. */
210static bool 235static bool
211compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
212{ 237{
213 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
214 * 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
215 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
216 */ 241 */
217 242
218 /* For each field in wants, */ 243 /* For each field in wants, */
219 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
220 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
221 return false; 246 return false;
222 247
223 /* 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. */
224 return true; 249 return true;
225} 250}
249 */ 274 */
250bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
251{ 276{
252 /* A couple quick sanity checks */ 277 /* A couple quick sanity checks */
253 if (ob1 == ob2 278 if (ob1 == ob2
254 || ob1->type != ob2->type 279 || ob1->type != ob2->type
255 || ob1->value != ob2->value 280 || ob1->value != ob2->value
256 || ob1->name != ob2->name 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) 283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
258 return 0; 284 return 0;
259 285
260 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
261 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
266 * 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
267 * 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
268 * 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
269 * flags lose any meaning. 295 * flags lose any meaning.
270 */ 296 */
271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
272 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
273 299
274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
275 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
276 302
277 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
278 || ob1->name != ob2->name 304 || ob1->name != ob2->name
279 || ob1->title != ob2->title 305 || ob1->title != ob2->title
280 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
329 355
330 /* 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,
331 * 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
332 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
333 */ 359 */
334 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
335 return 0; 361 return 0;
336 362
337 /* 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
338 * 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
339 * check? 365 * check?
340 */ 366 */
341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
342 return 0; 368 return 0;
343 369
344 switch (ob1->type) 370 switch (ob1->type)
345 { 371 {
346 case SCROLL: 372 case SCROLL:
347 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
348 return 0; 374 return 0;
349 break; 375 break;
350 } 376 }
351 377
352 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
353 { 379 {
354 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
355 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
356 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
357 383
358 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
359 return 0; 385 return 0;
360 } 386 }
420 446
421 return 0; 447 return 0;
422} 448}
423 449
424// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
425static sint32 451static uint32
426weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
427{ 453{
428 return op->type == CONTAINER 454 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
430 : weight; 456 : weight;
431} 457}
432 458
433/* 459/*
434 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
436 */ 462 */
437static void 463static void
438adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
439{ 465{
440 while (op) 466 while (op)
441 { 467 {
442 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446 469
447 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
448 return; 471 op->carrying += weight_adjust_for (op, add);
449
450 op->carrying += weight;
451 472
452 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
455 476
477 sub = ocarrying;
478 add = op->carrying;
479
456 op = op->env; 480 op = op->env;
457 } 481 }
458} 482}
459 483
460/* 484/*
467{ 491{
468 sint32 sum = 0; 492 sint32 sum = 0;
469 493
470 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
471 { 495 {
472 if (op->inv)
473 op->update_weight (); 496 op->update_weight ();
474 497
475 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
476 } 499 }
477
478 sum = weight_adjust_for (this, sum);
479 500
480 if (sum != carrying) 501 if (sum != carrying)
481 { 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
482 carrying = sum; 507 carrying = sum;
483 508
484 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
572 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 ());
573 return; 598 return;
574 } 599 }
575 600
576 this->owner = owner; 601 this->owner = owner;
577}
578
579int
580object::slottype () const
581{
582 if (type == SKILL)
583 {
584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
594}
595
596bool
597object::change_weapon (object *ob)
598{
599 if (current_weapon == ob)
600 return true;
601
602 if (chosen_skill)
603 chosen_skill->flag [FLAG_APPLIED] = false;
604
605 current_weapon = ob;
606 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
607
608 if (chosen_skill)
609 chosen_skill->flag [FLAG_APPLIED] = true;
610
611 update_stats ();
612
613 if (ob)
614 {
615 // now check wether any body locations became invalid, in which case
616 // we cannot apply the weapon at the moment.
617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
618 if (slot[i].used < 0)
619 {
620 current_weapon = chosen_skill = 0;
621 update_stats ();
622
623 new_draw_info_format (NDI_UNIQUE, 0, this,
624 "You try to balance all your items at once, "
625 "but the %s is just too much for your body. "
626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
628 return false;
629 }
630
631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
632 }
633 else
634 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
635
636 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
637 {
638 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
639 &name, ob->debug_desc ());
640 return false;
641 }
642
643 return true;
644}
645
646/* Zero the key_values on op, decrementing the shared-string
647 * refcounts and freeing the links.
648 */
649static void
650free_key_values (object *op)
651{
652 for (key_value *i = op->key_values; i; )
653 {
654 key_value *next = i->next;
655 delete i;
656
657 i = next;
658 }
659
660 op->key_values = 0;
661} 602}
662 603
663/* 604/*
664 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
665 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
671void 612void
672object::copy_to (object *dst) 613object::copy_to (object *dst)
673{ 614{
674 dst->remove (); 615 dst->remove ();
675 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
676 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
677
678 /* Copy over key_values, if any. */
679 if (key_values)
680 {
681 key_value *tail = 0;
682 dst->key_values = 0;
683
684 for (key_value *i = key_values; i; i = i->next)
685 {
686 key_value *new_link = new key_value;
687
688 new_link->next = 0;
689 new_link->key = i->key;
690 new_link->value = i->value;
691
692 /* Try and be clever here, too. */
693 if (!dst->key_values)
694 {
695 dst->key_values = new_link;
696 tail = new_link;
697 }
698 else
699 {
700 tail->next = new_link;
701 tail = new_link;
702 }
703 }
704 }
705
706 dst->activate (); 622 dst->activate ();
707} 623}
708 624
709void 625void
710object::instantiate () 626object::instantiate ()
711{ 627{
712 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
713 uuid = UUID::gen (); 629 uuid = UUID::gen ();
714 630
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed) 632 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation 633 speed_left = - speed - rndm (); // TODO animation
718 else 634 else
719 speed_left = -1.; 635 speed_left = -1.;
720 636
750 * 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.
751 */ 667 */
752void 668void
753update_turn_face (object *op) 669update_turn_face (object *op)
754{ 670{
755 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
756 return; 672 return;
757 673
758 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
759 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
760} 676}
821 } 737 }
822 738
823 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
824 740
825 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
826 /* nop */; 742 m.update_up (); // nothing to do except copy up
827 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
828 { 744 {
829#if 0 745#if 0
830 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
833 || (op->is_player () && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
837 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
838 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
839 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
840 /* 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
841 * have move_allow right now. 757 * have move_allow right now.
852 * that is being removed. 768 * that is being removed.
853 */ 769 */
854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
855 m.invalidate (); 771 m.invalidate ();
856 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
857 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
858 else 774 else
859 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
860 776
861 if (op->more) 777 if (op->more)
862 update_object (op->more, action); 778 update_object (op->more, action);
863} 779}
864 780
865object::object () 781object::object ()
866{ 782{
867 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
868 784
869 //expmul = 1.0; declared const for the time being 785 //expmul = 1.0; declared const for the time being
870 face = blank_face; 786 face = blank_face;
871 material = MATERIAL_NULL; 787 material = MATERIAL_NULL;
872} 788}
873 789
874object::~object () 790object::~object ()
875{ 791{
876 unlink (); 792 unlink ();
877 793
878 free_key_values (this); 794 kv.clear ();
879} 795}
880
881static int object_count;
882 796
883void object::link () 797void object::link ()
884{ 798{
885 assert (!index);//D 799 assert (!index);//D
886 uuid = UUID::gen (); 800 uuid = UUID::gen ();
887 count = ++object_count;
888 801
889 refcnt_inc (); 802 refcnt_inc ();
890 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
891} 807}
892 808
893void object::unlink () 809void object::unlink ()
894{ 810{
895 if (!index) 811 if (!index)
896 return; 812 return;
813
814 ++destroy_count;
897 815
898 objects.erase (this); 816 objects.erase (this);
899 refcnt_dec (); 817 refcnt_dec ();
900} 818}
901 819
980 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
981 * drop on that space. 899 * drop on that space.
982 */ 900 */
983 if (!drop_to_ground 901 if (!drop_to_ground
984 || !map 902 || !map
985 || map->in_memory != MAP_ACTIVE 903 || !map->linkable ()
986 || map->no_drop 904 || map->no_drop
987 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
988 { 906 {
989 while (inv) 907 while (inv)
990 inv->destroy (); 908 inv->destroy ();
1006 map->insert (op, x, y); 924 map->insert (op, x, y);
1007 } 925 }
1008 } 926 }
1009} 927}
1010 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 *
1011object *object::create () 966object::create ()
1012{ 967{
1013 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
1014 op->link (); 990 op->link ();
991
1015 return op; 992 return op;
1016} 993}
1017 994
1018static struct freed_map : maptile 995void
996object::do_delete ()
1019{ 997{
1020 freed_map () 998 uint32_t count = this->count;
1021 {
1022 path = "<freed objects map>";
1023 name = "/internal/freed_objects_map";
1024 width = 3;
1025 height = 3;
1026 no_drop = 1;
1027 no_reset = 1;
1028 999
1029 alloc (); 1000 this->~object ();
1030 in_memory = MAP_ACTIVE;
1031 }
1032 1001
1033 ~freed_map () 1002 freelist_item *li = (freelist_item *)this;
1034 { 1003 li->next = freelist;
1035 destroy (); 1004 li->count = count;
1036 } 1005
1037} freed_map; // freed objects are moved here to avoid crashes 1006 freelist = li;
1007 ++free_count;
1008}
1038 1009
1039void 1010void
1040object::do_destroy () 1011object::do_destroy ()
1041{ 1012{
1042 if (flag [FLAG_IS_LINKED]) 1013 if (flag [FLAG_IS_LINKED])
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1056 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy (); 1057 head->destroy ();
1087 return; 1058 return;
1088 } 1059 }
1089 1060
1090 destroy_inv (false); 1061 destroy_inv_fast ();
1091 1062
1092 if (is_head ()) 1063 if (is_head ())
1093 if (sound_destroy) 1064 if (sound_destroy)
1094 play_sound (sound_destroy); 1065 play_sound (sound_destroy);
1095 else if (flag [FLAG_MONSTER]) 1066 else if (flag [FLAG_MONSTER])
1127 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1098 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1128 if (object *pl = visible_to ()) 1099 if (object *pl = visible_to ())
1129 esrv_del_item (pl->contr, count); 1100 esrv_del_item (pl->contr, count);
1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1101 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1131 1102
1132 adjust_weight (env, -total_weight ()); 1103 adjust_weight (env, total_weight (), 0);
1133 1104
1134 object *pl = in_player (); 1105 object *pl = in_player ();
1135 1106
1136 /* we set up values so that it could be inserted into 1107 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up 1108 * the map, but we don't actually do that - it is up
1149 below = 0; 1120 below = 0;
1150 env = 0; 1121 env = 0;
1151 1122
1152 if (pl && pl->is_player ()) 1123 if (pl && pl->is_player ())
1153 { 1124 {
1125 if (expect_false (pl->contr->combat_ob == this))
1126 {
1127 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1128 pl->contr->combat_ob = 0;
1129 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1130 }
1131
1132 if (expect_false (pl->contr->ranged_ob == this))
1133 {
1134 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1135 pl->contr->ranged_ob = 0;
1136 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1137 }
1138
1154 pl->contr->queue_stats_update (); 1139 pl->contr->queue_stats_update ();
1155 1140
1156 if (glow_radius && pl->is_on_map ()) 1141 if (expect_false (glow_radius) && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y); 1142 update_all_los (pl->map, pl->x, pl->y);
1158 } 1143 }
1159 } 1144 }
1160 else if (map) 1145 else if (map)
1161 { 1146 {
1181 else if (pl->container_ () == this) 1166 else if (pl->container_ () == this)
1182 { 1167 {
1183 // removing a container should close it 1168 // removing a container should close it
1184 close_container (); 1169 close_container ();
1185 } 1170 }
1186 1171 else
1187 esrv_del_item (pl->contr, count); 1172 esrv_del_item (pl->contr, count);
1188 } 1173 }
1189 1174
1190 /* link the object above us */ 1175 /* link the object above us */
1191 // re-link, make sure compiler can easily use cmove 1176 // re-link, make sure compiler can easily use cmove
1192 *(above ? &above->below : &ms.top) = below; 1177 *(above ? &above->below : &ms.top) = below;
1194 1179
1195 above = 0; 1180 above = 0;
1196 below = 0; 1181 below = 0;
1197 1182
1198 ms.invalidate (); 1183 ms.invalidate ();
1199
1200 if (map->in_memory == MAP_SAVING)
1201 return;
1202 1184
1203 int check_walk_off = !flag [FLAG_NO_APPLY]; 1185 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 1186
1205 if (object *pl = ms.player ()) 1187 if (object *pl = ms.player ())
1206 { 1188 {
1331 * Passing 0 for flag gives proper default values, so flag really only needs 1313 * Passing 0 for flag gives proper default values, so flag really only needs
1332 * to be set if special handling is needed. 1314 * to be set if special handling is needed.
1333 * 1315 *
1334 * Return value: 1316 * Return value:
1335 * new object if 'op' was merged with other object 1317 * new object if 'op' was merged with other object
1336 * NULL if 'op' was destroyed 1318 * NULL if there was an error (destroyed, blocked etc.)
1337 * just 'op' otherwise 1319 * just 'op' otherwise
1338 */ 1320 */
1339object * 1321object *
1340insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1322insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1341{ 1323{
1342 op->remove (); 1324 op->remove ();
1343 1325
1344 if (m == &freed_map)//D TODO: remove soon 1326 if (m == &freed_map)//D TODO: remove soon
1345 {//D 1327 {//D
1346 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1328 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1347 }//D 1329 }//D
1348 1330
1349 /* Ideally, the caller figures this out. However, it complicates a lot 1331 /* Ideally, the caller figures this out. However, it complicates a lot
1350 * of areas of callers (eg, anything that uses find_free_spot would now 1332 * of areas of callers (eg, anything that uses find_free_spot would now
1351 * need extra work 1333 * need extra work
1378 // from here :/ 1360 // from here :/
1379 op->nrof += tmp->nrof; 1361 op->nrof += tmp->nrof;
1380 tmp->destroy (); 1362 tmp->destroy ();
1381 } 1363 }
1382 1364
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1365 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1366 op->clr_flag (FLAG_INV_LOCKED);
1385 1367
1386 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1368 if (!op->flag [FLAG_ALIVE])
1387 CLEAR_FLAG (op, FLAG_NO_STEAL); 1369 op->clr_flag (FLAG_NO_STEAL);
1388 1370
1389 if (flag & INS_BELOW_ORIGINATOR) 1371 if (flag & INS_BELOW_ORIGINATOR)
1390 { 1372 {
1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1392 { 1374 {
1427 * when lots of spells are cast in one area. Currently, it is presumed 1409 * when lots of spells are cast in one area. Currently, it is presumed
1428 * that flying non pickable objects are spell objects. 1410 * that flying non pickable objects are spell objects.
1429 */ 1411 */
1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1412 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1431 { 1413 {
1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1414 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1433 floor = tmp; 1415 floor = tmp;
1434 1416
1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1417 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1436 { 1418 {
1437 /* We insert above top, so we want this object below this */ 1419 /* We insert above top, so we want this object below this */
1438 top = tmp->below; 1420 top = tmp->below;
1439 break; 1421 break;
1440 } 1422 }
1458 && (op->face && !faces [op->face].visibility)) 1440 && (op->face && !faces [op->face].visibility))
1459 { 1441 {
1460 object *last; 1442 object *last;
1461 1443
1462 for (last = top; last != floor; last = last->below) 1444 for (last = top; last != floor; last = last->below)
1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1445 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1464 break; 1446 break;
1465 1447
1466 /* Check to see if we found the object that blocks view, 1448 /* Check to see if we found the object that blocks view,
1467 * and make sure we have a below pointer for it so that 1449 * and make sure we have a below pointer for it so that
1468 * we can get inserted below this one, which requires we 1450 * we can get inserted below this one, which requires we
1541 */ 1523 */
1542 1524
1543 /* if this is not the head or flag has been passed, don't check walk on status */ 1525 /* if this is not the head or flag has been passed, don't check walk on status */
1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1526 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1545 { 1527 {
1546 if (check_move_on (op, originator)) 1528 if (check_move_on (op, originator, flag))
1547 return 0; 1529 return 0;
1548 1530
1549 /* If we are a multi part object, lets work our way through the check 1531 /* If we are a multi part object, let's work our way through the check
1550 * walk on's. 1532 * walk on's.
1551 */ 1533 */
1552 for (object *tmp = op->more; tmp; tmp = tmp->more) 1534 for (object *tmp = op->more; tmp; tmp = tmp->more)
1553 if (check_move_on (tmp, originator)) 1535 if (check_move_on (tmp, originator, flag))
1554 return 0; 1536 return 0;
1555 } 1537 }
1556 1538
1557 return op; 1539 return op;
1558} 1540}
1599 || (items < m->max_items 1581 || (items < m->max_items
1600 && ms.volume () < m->max_volume)) 1582 && ms.volume () < m->max_volume))
1601 return true; 1583 return true;
1602 1584
1603 if (originator && originator->is_player ()) 1585 if (originator && originator->is_player ())
1604 originator->contr->failmsg (format ( 1586 originator->contr->failmsgf (
1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1587 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1606 query_name () 1588 query_name ()
1607 )); 1589 );
1608 1590
1609 return false; 1591 return false;
1610} 1592}
1611 1593
1612/* 1594/*
1624 1606
1625 nr = min (nr, nrof); 1607 nr = min (nr, nrof);
1626 1608
1627 if (nrof > nr) 1609 if (nrof > nr)
1628 { 1610 {
1611 sint64 oweight = total_weight ();
1612
1629 nrof -= nr; 1613 nrof -= nr;
1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1631 1614
1632 if (object *pl = visible_to ()) 1615 if (object *pl = visible_to ())
1633 esrv_update_item (UPD_NROF, pl, this); 1616 esrv_update_item (UPD_NROF, pl, this);
1617
1618 adjust_weight (env, oweight, total_weight ());
1634 1619
1635 return true; 1620 return true;
1636 } 1621 }
1637 else 1622 else
1638 { 1623 {
1713 if (op->nrof) 1698 if (op->nrof)
1714 for (object *tmp = inv; tmp; tmp = tmp->below) 1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1715 if (object::can_merge (tmp, op)) 1700 if (object::can_merge (tmp, op))
1716 { 1701 {
1717 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1718 (client needs the original object) */ 1703 (client prefers the original object) */
1704
1705 // carring must be 0 for mergable objects
1706 sint64 oweight = tmp->weight * tmp->nrof;
1707
1719 tmp->nrof += op->nrof; 1708 tmp->nrof += op->nrof;
1720 1709
1721 if (object *pl = tmp->visible_to ()) 1710 if (object *pl = tmp->visible_to ())
1722 esrv_update_item (UPD_NROF, pl, tmp); 1711 esrv_update_item (UPD_NROF, pl, tmp);
1723 1712
1724 adjust_weight (this, op->total_weight ()); 1713 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1725 1714
1726 op->destroy (); 1715 op->destroy ();
1727 op = tmp; 1716 op = tmp;
1728 goto inserted; 1717 goto inserted;
1729 } 1718 }
1745 op->flag [FLAG_REMOVED] = 0; 1734 op->flag [FLAG_REMOVED] = 0;
1746 1735
1747 if (object *pl = op->visible_to ()) 1736 if (object *pl = op->visible_to ())
1748 esrv_send_item (pl, op); 1737 esrv_send_item (pl, op);
1749 1738
1750 adjust_weight (this, op->total_weight ()); 1739 adjust_weight (this, 0, op->total_weight ());
1751 1740
1752inserted: 1741inserted:
1753 /* reset the light list and los of the players on the map */ 1742 /* reset the light list and los of the players on the map */
1754 if (op->glow_radius && is_on_map ()) 1743 if (op->glow_radius && is_on_map ())
1755 { 1744 {
1784 * MSW 2001-07-08: Check all objects on space, not just those below 1773 * MSW 2001-07-08: Check all objects on space, not just those below
1785 * object being inserted. insert_ob_in_map may not put new objects 1774 * object being inserted. insert_ob_in_map may not put new objects
1786 * on top. 1775 * on top.
1787 */ 1776 */
1788int 1777int
1789check_move_on (object *op, object *originator) 1778check_move_on (object *op, object *originator, int flags)
1790{ 1779{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1780 if (op->flag [FLAG_NO_APPLY])
1792 return 0; 1781 return 0;
1793 1782
1794 object *tmp; 1783 object *tmp;
1795 maptile *m = op->map; 1784 maptile *m = op->map;
1796 int x = op->x, y = op->y; 1785 int x = op->x, y = op->y;
1833 * Second check makes sure that the movement types not being slowed 1822 * Second check makes sure that the movement types not being slowed
1834 * (~slow_move) is not blocked on this space - just because the 1823 * (~slow_move) is not blocked on this space - just because the
1835 * space doesn't slow down swimming (for example), if you can't actually 1824 * space doesn't slow down swimming (for example), if you can't actually
1836 * swim on that space, can't use it to avoid the penalty. 1825 * swim on that space, can't use it to avoid the penalty.
1837 */ 1826 */
1838 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1827 if (!op->flag [FLAG_WIZPASS])
1839 { 1828 {
1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1829 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1830 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1842 { 1831 {
1843 float diff = tmp->move_slow_penalty * fabs (op->speed); 1832 float diff = tmp->move_slow_penalty * fabs (op->speed);
1853 1842
1854 /* Basically same logic as above, except now for actual apply. */ 1843 /* Basically same logic as above, except now for actual apply. */
1855 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1856 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1857 { 1846 {
1847 if ((flags & INS_NO_AUTO_EXIT)
1848 && (tmp->type == EXIT || tmp->type == TELEPORTER
1849 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1850 continue;
1851
1858 move_apply (tmp, op, originator); 1852 move_apply (tmp, op, originator);
1859 1853
1860 if (op->destroyed ()) 1854 if (op->destroyed ())
1861 return 1; 1855 return 1;
1862 1856
1974void 1968void
1975flag_inv (object *op, int flag) 1969flag_inv (object *op, int flag)
1976{ 1970{
1977 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 { 1972 {
1979 SET_FLAG (tmp, flag); 1973 tmp->set_flag (flag);
1980 flag_inv (tmp, flag); 1974 flag_inv (tmp, flag);
1981 } 1975 }
1982} 1976}
1983 1977
1984/* 1978/*
1987void 1981void
1988unflag_inv (object *op, int flag) 1982unflag_inv (object *op, int flag)
1989{ 1983{
1990 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1984 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1991 { 1985 {
1992 CLEAR_FLAG (tmp, flag); 1986 tmp->clr_flag (flag);
1993 unflag_inv (tmp, flag); 1987 unflag_inv (tmp, flag);
1994 } 1988 }
1995} 1989}
1996 1990
1997/* 1991/*
2187{ 2181{
2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2189} 2183}
2190 2184
2191/* 2185/*
2192 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction value
2193 * an object which has subtracted the x and y coordinates of another 2187 * for running into direct [dx, dy].
2194 * object, needs to travel toward it. 2188 * (the opposite of crossfire's find_dir_2!)
2195 */ 2189 */
2196int 2190int
2197find_dir_2 (int x, int y) 2191find_dir_2 (int x, int y)
2198{ 2192{
2193#if 1 // new algorithm
2194 // this works by putting x, y into 16 sectors, which
2195 // are not equal sized, but are a better approximation
2196 // then the old algorithm, and then using a mapping
2197 // table to map it into a direction value.
2198 // basically, it maps these comparisons to each bit
2199 // bit #3: x < 0
2200 // bit #2: y < 0
2201 // bit #1: x > y
2202 // bit #0: x > 2y
2203
2204 static const uint8 dir[16] = {
2205 4, 5, 4, 3,
2206 2, 1, 2, 3,
2207 6, 5, 6, 7,
2208 8, 1, 8, 7,
2209 };
2210 int sector = 0;
2211
2212 // this is a bit ugly, but more likely to result in branchless code
2213 sector |= x < 0 ? 8 : 0;
2214 x = x < 0 ? -x : x; // abs
2215
2216 sector |= y < 0 ? 4 : 0;
2217 y = y < 0 ? -y : y; // abs
2218
2219 if (x > y)
2220 {
2221 sector |= 2;
2222
2223 if (x > y * 2)
2224 sector |= 1;
2225 }
2226 else
2227 {
2228 if (y > x * 2)
2229 sector |= 1;
2230 else if (!y)
2231 return 0; // x == 0 here
2232 }
2233
2234 return dir [sector];
2235#else // old algorithm
2199 int q; 2236 int q;
2200 2237
2201 if (y) 2238 if (y)
2202 q = x * 100 / y; 2239 q = 128 * x / y;
2203 else if (x) 2240 else if (x)
2204 q = -300 * x; 2241 q = -512 * x; // to make it > 309
2205 else 2242 else
2206 return 0; 2243 return 0;
2207 2244
2208 if (y > 0) 2245 if (y > 0)
2209 { 2246 {
2210 if (q < -242) 2247 if (q < -309) return 7;
2248 if (q < -52) return 6;
2249 if (q < 52) return 5;
2250 if (q < 309) return 4;
2251
2211 return 3; 2252 return 3;
2212 if (q < -41) 2253 }
2213 return 2; 2254 else
2214 if (q < 41) 2255 {
2215 return 1; 2256 if (q < -309) return 3;
2216 if (q < 242) 2257 if (q < -52) return 2;
2217 return 8; 2258 if (q < 52) return 1;
2259 if (q < 309) return 8;
2260
2218 return 7; 2261 return 7;
2219 } 2262 }
2220 2263#endif
2221 if (q < -242)
2222 return 7;
2223 if (q < -41)
2224 return 6;
2225 if (q < 41)
2226 return 5;
2227 if (q < 242)
2228 return 4;
2229
2230 return 3;
2231} 2264}
2232 2265
2233/* 2266/*
2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2267 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2235 * between two directions (which are expected to be absolute (see absdir()) 2268 * between two directions (which are expected to be absolute (see absdir())
2236 */ 2269 */
2237int 2270int
2238dirdiff (int dir1, int dir2) 2271dirdiff (int dir1, int dir2)
2239{ 2272{
2240 int d;
2241
2242 d = abs (dir1 - dir2); 2273 int d = abs (dir1 - dir2);
2243 if (d > 4)
2244 d = 8 - d;
2245 2274
2246 return d; 2275 return d > 4 ? 8 - d : d;
2247} 2276}
2248 2277
2249/* peterm: 2278/* peterm:
2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2251 * Basically, this is a table of directions, and what directions 2280 * Basically, this is a table of directions, and what directions
2357 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */ 2387 */
2359int 2388int
2360can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2361{ 2390{
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2365} 2394}
2395
2396//-GPL
2366 2397
2367/* 2398/*
2368 * create clone from object to another 2399 * create clone from object to another
2369 */ 2400 */
2370object * 2401object *
2401 return tmp; 2432 return tmp;
2402 2433
2403 return 0; 2434 return 0;
2404} 2435}
2405 2436
2437/* Zero the key_values on op, decrementing the shared-string
2438 * refcounts and freeing the links.
2439 */
2440void
2441key_values::clear ()
2442{
2443 for (key_value *kvp = first; kvp; )
2444 {
2445 key_value *next = kvp->next;
2446 delete kvp;
2447 kvp = next;
2448 }
2449
2450 first = 0;
2451}
2452
2406shstr_tmp 2453shstr_tmp
2407object::kv_get (shstr_tmp key) const 2454key_values::get (shstr_tmp key) const
2408{ 2455{
2409 for (key_value *kv = key_values; kv; kv = kv->next) 2456 for (key_value *kv = first; kv; kv = kv->next)
2410 if (kv->key == key) 2457 if (kv->key == key)
2411 return kv->value; 2458 return kv->value;
2412 2459
2413 return shstr (); 2460 return shstr ();
2414} 2461}
2415 2462
2416void 2463void
2464key_values::add (shstr_tmp key, shstr_tmp value)
2465{
2466 key_value *kv = new key_value;
2467
2468 kv->next = first;
2469 kv->key = key;
2470 kv->value = value;
2471
2472 first = kv;
2473}
2474
2475void
2417object::kv_set (shstr_tmp key, shstr_tmp value) 2476key_values::set (shstr_tmp key, shstr_tmp value)
2418{ 2477{
2419 for (key_value *kv = key_values; kv; kv = kv->next) 2478 for (key_value *kv = first; kv; kv = kv->next)
2420 if (kv->key == key) 2479 if (kv->key == key)
2421 { 2480 {
2422 kv->value = value; 2481 kv->value = value;
2423 return; 2482 return;
2424 } 2483 }
2425 2484
2426 key_value *kv = new key_value; 2485 add (key, value);
2427
2428 kv->next = key_values;
2429 kv->key = key;
2430 kv->value = value;
2431
2432 key_values = kv;
2433} 2486}
2434 2487
2435void 2488void
2436object::kv_del (shstr_tmp key) 2489key_values::del (shstr_tmp key)
2437{ 2490{
2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2491 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2439 if ((*kvp)->key == key) 2492 if ((*kvp)->key == key)
2440 { 2493 {
2441 key_value *kv = *kvp; 2494 key_value *kv = *kvp;
2442 *kvp = (*kvp)->next; 2495 *kvp = (*kvp)->next;
2443 delete kv; 2496 delete kv;
2444 return; 2497 return;
2445 } 2498 }
2499}
2500
2501void
2502key_values::reverse ()
2503{
2504 key_value *prev = 0;
2505 key_value *head = first;
2506
2507 while (head)
2508 {
2509 key_value *node = head;
2510 head = head->next;
2511 node->next = prev;
2512 prev = node;
2513 }
2514
2515 first = prev;
2516}
2517
2518key_values &
2519key_values::operator =(const key_values &kv)
2520{
2521 clear ();
2522
2523 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2524 add (kvp->key, kvp->value);
2525
2526 reverse ();
2446} 2527}
2447 2528
2448object::depth_iterator::depth_iterator (object *container) 2529object::depth_iterator::depth_iterator (object *container)
2449: iterator_base (container) 2530: iterator_base (container)
2450{ 2531{
2533object::region () const 2614object::region () const
2534{ 2615{
2535 return map ? map->region (x, y) 2616 return map ? map->region (x, y)
2536 : region::default_region (); 2617 : region::default_region ();
2537} 2618}
2619
2620//+GPL
2538 2621
2539void 2622void
2540object::open_container (object *new_container) 2623object::open_container (object *new_container)
2541{ 2624{
2542 if (container == new_container) 2625 if (container == new_container)
2600 } 2683 }
2601// else if (!old_container->env && contr && contr->ns) 2684// else if (!old_container->env && contr && contr->ns)
2602// contr->ns->floorbox_reset (); 2685// contr->ns->floorbox_reset ();
2603} 2686}
2604 2687
2688//-GPL
2689
2690// prefetch some flat area around the player
2691static void
2692prefetch_surrounding_area (object *op, maptile *map, int range)
2693{
2694 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2695 op->x - range , op->y - range ,
2696 op->x + range + 1, op->y + range + 1);
2697 rect->m;
2698 ++rect)
2699 {
2700 rect->m->touch ();
2701 rect->m->activate ();
2702 }
2703}
2704
2705// prefetch a generous area around the player, also up and down
2706void
2707object::prefetch_surrounding_maps ()
2708{
2709 prefetch_surrounding_area (this, map, 40);
2710
2711 if (maptile *m = map->tile_available (TILE_DOWN))
2712 prefetch_surrounding_area (this, m, 20);
2713
2714 if (maptile *m = map->tile_available (TILE_UP))
2715 prefetch_surrounding_area (this, m, 20);
2716}
2717
2718//+GPL
2719
2605object * 2720object *
2606object::force_find (shstr_tmp name) 2721object::force_find (shstr_tmp name)
2607{ 2722{
2608 /* cycle through his inventory to look for the MARK we want to 2723 /* cycle through his inventory to look for the MARK we want to
2609 * place 2724 * place
2613 return splay (tmp); 2728 return splay (tmp);
2614 2729
2615 return 0; 2730 return 0;
2616} 2731}
2617 2732
2618//-GPL
2619
2620void 2733void
2621object::force_set_timer (int duration) 2734object::force_set_timer (int duration)
2622{ 2735{
2623 this->duration = 1; 2736 this->duration = 1;
2624 this->speed_left = -1.f; 2737 this->speed_left = -1.f;
2630object::force_add (shstr_tmp name, int duration) 2743object::force_add (shstr_tmp name, int duration)
2631{ 2744{
2632 if (object *force = force_find (name)) 2745 if (object *force = force_find (name))
2633 force->destroy (); 2746 force->destroy ();
2634 2747
2635 object *force = get_archetype (FORCE_NAME); 2748 object *force = archetype::get (FORCE_NAME);
2636 2749
2637 force->slaying = name; 2750 force->slaying = name;
2638 force->force_set_timer (duration); 2751 force->force_set_timer (duration);
2639 force->flag [FLAG_APPLIED] = true; 2752 force->flag [FLAG_APPLIED] = true;
2640 2753
2693 2806
2694 insert (force); 2807 insert (force);
2695 } 2808 }
2696} 2809}
2697 2810
2811void object::change_move_type (MoveType mt)
2812{
2813 if (move_type == mt)
2814 return;
2815
2816 if (is_on_map ())
2817 {
2818 // we are on the map, so handle move_on/off effects
2819 remove ();
2820 move_type = mt;
2821 map->insert (this, x, y, this);
2822 }
2823 else
2824 move_type = mt;
2825}
2826
2827/* object should be a player.
2828 * we return the object the player has marked with the 'mark' command
2829 * below. If no match is found (or object has changed), we return
2830 * NULL. We leave it up to the calling function to print messages if
2831 * nothing is found.
2832 */
2833object *
2834object::mark () const
2835{
2836 if (contr && contr->mark && contr->mark->env == this)
2837 return contr->mark;
2838 else
2839 return 0;
2840}
2841
2842// put marked object first in the inventory
2843// this is used by identify-like spells so players can influence
2844// the order a bit.
2845void
2846object::splay_marked ()
2847{
2848 if (object *marked = mark ())
2849 splay (marked);
2850}
2851

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