--- deliantra/server/common/object.C 2010/03/26 00:59:20 1.314 +++ deliantra/server/common/object.C 2012/12/12 02:13:04 1.359 @@ -1,24 +1,24 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. - * - * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen - * + * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. - * + * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. - * + * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . - * + * * The authors can be reached via e-mail to */ @@ -39,6 +39,12 @@ objectvec objects; activevec actives; +freelist_item *object::freelist; +uint32_t object::object_count; +uint32_t object::free_count; +uint32_t object::create_count; +uint32_t object::destroy_count; + //+GPL short freearr_x[SIZEOFFREE] = { @@ -67,6 +73,25 @@ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 }; +const char *wall_suffix[16] = { + "0", + "1_3", + "1_4", + "2_1_2", + "1_2", + "2_2_4", + "2_2_1", + "3_1", + "1_1", + "2_2_3", + "2_2_2", + "3_3", + "2_1_1", + "3_4", + "3_2", + "4" +}; + static void write_uuid (uval64 skip, bool sync) { @@ -210,14 +235,14 @@ static bool compare_ob_value_lists_one (const object *wants, const object *has) { - /* n-squared behaviour (see kv_get), but I'm hoping both + /* n-squared behaviour (see kv.get), but I'm hoping both * objects with lists are rare, and lists stay short. If not, use a * different structure or at least keep the lists sorted... */ /* For each field in wants, */ - for (key_value *kv = wants->key_values; kv; kv = kv->next) - if (has->kv_get (kv->key) != kv->value) + for (key_value *kv = wants->kv.first; kv; kv = kv->next) + if (has->kv.get (kv->key) != kv->value) return false; /* If we get here, every field in wants has a matching field in has. */ @@ -251,9 +276,10 @@ { /* A couple quick sanity checks */ if (ob1 == ob2 - || ob1->type != ob2->type - || ob1->value != ob2->value - || ob1->name != ob2->name + || ob1->type != ob2->type + || ob1->value != ob2->value + || ob1->name != ob2->name + || ob1->custom_name != ob2->custom_name || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) return 0; @@ -268,11 +294,11 @@ * are not equal - just if it has been identified, the been_applied * flags lose any meaning. */ - if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) - SET_FLAG (ob1, FLAG_BEEN_APPLIED); + if (ob1->flag [FLAG_IDENTIFIED]) + ob1->set_flag (FLAG_BEEN_APPLIED); - if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) - SET_FLAG (ob2, FLAG_BEEN_APPLIED); + if (ob2->flag [FLAG_IDENTIFIED]) + ob2->set_flag (FLAG_BEEN_APPLIED); if (ob1->arch->archname != ob2->arch->archname || ob1->name != ob2->name @@ -327,18 +353,18 @@ */ } - /* Don't merge objects that are applied. With the new 'body' code, + /* Don't merge objects that are applied. With the new 'body' code, * it is possible for most any character to have more than one of * some items equipped, and we don't want those to merge. */ - if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) + if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) return 0; - /* Note sure why the following is the case - either the object has to - * be animated or have a very low speed. Is this an attempted monster + /* Not sure why the following is the case - either the object has to + * be animated or have a very low speed. Is this an attempted monster * check? */ - if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) + if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) return 0; switch (ob1->type) @@ -349,10 +375,10 @@ break; } - if (ob1->key_values || ob2->key_values) + if (!ob1->kv.empty () || !ob2->kv.empty ()) { /* At least one of these has key_values. */ - if ((!ob1->key_values) != (!ob2->key_values)) + if (ob1->kv.empty () != ob2->kv.empty ()) return 0; /* One has fields, but the other one doesn't. */ if (!compare_ob_value_lists (ob1, ob2)) @@ -422,32 +448,31 @@ } // adjust weight per container type ("of holding") -static sint32 -weight_adjust_for (object *op, sint32 weight) +static weight_t +weight_adjust_for (object *op, weight_t weight) { - return op->type == CONTAINER - ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) - : weight; + if (op->type == CONTAINER) + weight -= weight * op->stats.Str / 100; + + return weight; } /* - * adjust_weight(object, weight) adds the specified weight to an object, + * subtracts, then adds, the specified weight to an object, * and also updates how much the environment(s) is/are carrying. */ static void -adjust_weight (object *op, sint32 weight) +adjust_weight (object *op, weight_t sub, weight_t add) { while (op) { - // adjust by actual difference to account for rounding errors - // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct - weight = weight_adjust_for (op, op->carrying) - - weight_adjust_for (op, op->carrying - weight); - - if (!weight) - return; - - op->carrying += weight; + weight_t carrying = (weight_t)op->carrying + - weight_adjust_for (op, sub) + + weight_adjust_for (op, add); + + sub = op->carrying; + op->carrying = carrying; + add = op->carrying; if (object *pl = op->visible_to ()) if (pl != op) // player is handled lazily @@ -465,20 +490,21 @@ void object::update_weight () { - sint32 sum = 0; + weight_t sum = 0; for (object *op = inv; op; op = op->below) { - if (op->inv) - op->update_weight (); + op->update_weight (); - sum += op->total_weight (); + sum += weight_adjust_for (this, op->total_weight ()); } - sum = weight_adjust_for (this, sum); - if (sum != carrying) { + if (carrying != sum && carrying)//D + LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n", + (long long)sum, (long long)carrying, debug_desc ()); + carrying = sum; if (object *pl = visible_to ()) @@ -576,90 +602,6 @@ this->owner = owner; } -int -object::slottype () const -{ - if (type == SKILL) - { - if (IS_COMBAT_SKILL (subtype)) return slot_combat; - if (IS_RANGED_SKILL (subtype)) return slot_ranged; - } - else - { - if (slot [body_combat].info) return slot_combat; - if (slot [body_range ].info) return slot_ranged; - } - - return slot_none; -} - -bool -object::change_weapon (object *ob) -{ - if (current_weapon == ob) - return true; - - if (chosen_skill) - chosen_skill->flag [FLAG_APPLIED] = false; - - current_weapon = ob; - chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); - - if (chosen_skill) - chosen_skill->flag [FLAG_APPLIED] = true; - - update_stats (); - - if (ob) - { - // now check wether any body locations became invalid, in which case - // we cannot apply the weapon at the moment. - for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) - if (slot[i].used < 0) - { - current_weapon = chosen_skill = 0; - update_stats (); - - new_draw_info_format (NDI_UNIQUE, 0, this, - "You try to balance all your items at once, " - "but the %s is just too much for your body. " - "[You need to unapply some items first - use the 'body' command to see " - "how many items you cna wera on a specific body part.]", &ob->name); - return false; - } - - //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); - } - else - ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); - - if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) - { - LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", - &name, ob->debug_desc ()); - return false; - } - - return true; -} - -/* Zero the key_values on op, decrementing the shared-string - * refcounts and freeing the links. - */ -static void -free_key_values (object *op) -{ - for (key_value *i = op->key_values; i; ) - { - key_value *next = i->next; - delete i; - - i = next; - } - - op->key_values = 0; -} - /* * copy_to first frees everything allocated by the dst object, * and then copies the contents of itself into the second @@ -673,36 +615,11 @@ { dst->remove (); *(object_copy *)dst = *this; - dst->flag [FLAG_REMOVED] = true; - - /* Copy over key_values, if any. */ - if (key_values) - { - key_value *tail = 0; - dst->key_values = 0; - - for (key_value *i = key_values; i; i = i->next) - { - key_value *new_link = new key_value; - new_link->next = 0; - new_link->key = i->key; - new_link->value = i->value; - - /* Try and be clever here, too. */ - if (!dst->key_values) - { - dst->key_values = new_link; - tail = new_link; - } - else - { - tail->next = new_link; - tail = new_link; - } - } - } + // maybe move to object_copy? + dst->kv = kv; + dst->flag [FLAG_REMOVED] = true; dst->activate (); } @@ -712,7 +629,7 @@ if (!uuid.seq) // HACK uuid = UUID::gen (); - // TODO: unclean state changes, should nt be done in copy_to AND instantiate + // TODO: unclean state changes, should not be done in copy_to AND instantiate if (flag [FLAG_RANDOM_SPEED] && speed) speed_left = - speed - rndm (); // TODO animation else @@ -721,7 +638,7 @@ /* copy the body_info to the body_used - this is only really * need for monsters, but doesn't hurt to do it for everything. * by doing so, when a monster is created, it has good starting - * values for the body_used info, so when items are created + * values for the body_used info, so when items are created * for it, they can be properly equipped. */ for (int i = NUM_BODY_LOCATIONS; i--; ) @@ -752,7 +669,7 @@ void update_turn_face (object *op) { - if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) + if (!op->flag [FLAG_IS_TURNABLE] || !op->arch) return; SET_ANIMATION (op, op->direction); @@ -823,17 +740,17 @@ mapspace &m = op->ms (); if (!(m.flags_ & P_UPTODATE)) - /* nop */; + m.update_up (); // nothing to do except copy up else if (action == UP_OBJ_INSERT) { #if 0 // this is likely overkill, TODO: revisit (schmorp) - if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) - || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) + if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW)) + || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC)) || (op->is_player () && !(m.flags_ & P_PLAYER)) || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) - || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) - || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) + || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE)) + || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC)) || (m.move_on | op->move_on ) != m.move_on || (m.move_off | op->move_off ) != m.move_off || (m.move_slow | op->move_slow) != m.move_slow @@ -854,7 +771,7 @@ else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) m.invalidate (); else if (action == UP_OBJ_FACE) - /* Nothing to do for that case */ ; + m.update_up (); // nothing to do for that case, except copy up else LOG (llevError, "update_object called with invalid action: %d\n", action); @@ -864,7 +781,7 @@ object::object () { - SET_FLAG (this, FLAG_REMOVED); + this->set_flag (FLAG_REMOVED); //expmul = 1.0; declared const for the time being face = blank_face; @@ -875,19 +792,19 @@ { unlink (); - free_key_values (this); + kv.clear (); } -static int object_count; - void object::link () { assert (!index);//D uuid = UUID::gen (); - count = ++object_count; refcnt_inc (); objects.insert (this); + + ++create_count; + } void object::unlink () @@ -895,6 +812,8 @@ if (!index) return; + ++destroy_count; + objects.erase (this); refcnt_dec (); } @@ -982,7 +901,7 @@ */ if (!drop_to_ground || !map - || map->in_memory != MAP_ACTIVE + || !map->linkable () || map->no_drop || ms ().move_block == MOVE_ALL) { @@ -1008,33 +927,86 @@ } } -object *object::create () +/* + * Remove and free all objects in the inventory of the given object. + * Unlike destroy_inv, this assumes the *this is destroyed as well + * well, so we can (and have to!) take shortcuts. + */ +void +object::destroy_inv_fast () { - object *op = new object; + while (object *op = inv) + { + // remove from object the fast way + op->flag [FLAG_REMOVED] = true; + op->env = 0; + if ((inv = inv->below)) + inv->above = 0; + + // then destroy + op->destroy (); + } +} + +void +object::freelist_free (int count) +{ + while (count-- && freelist) + { + freelist_item *next = freelist->next; + // count is being "destroyed" + + sfree ((char *)freelist, sizeof (object)); + + freelist = next; + --free_count; + } +} + +object * +object::create () +{ + object *op; + + if (freelist) + { + freelist_item li = *freelist; + memset (freelist, 0, sizeof (object)); + + op = new (freelist) object; + op->count = li.count; + + freelist = li.next; + --free_count; + } + else + { + void *ni = salloc0 (sizeof (object)); + + op = new(ni) object; + + op->count = ++object_count; + } + op->link (); + return op; } -static struct freed_map : maptile +void +object::do_delete () { - freed_map () - { - path = ""; - name = "/internal/freed_objects_map"; - width = 3; - height = 3; - no_drop = 1; - no_reset = 1; - - alloc (); - in_memory = MAP_ACTIVE; - } - - ~freed_map () - { - destroy (); - } -} freed_map; // freed objects are moved here to avoid crashes + uint32_t count = this->count; + + this->~object (); + + freelist_item *li = (freelist_item *)this; + li->next = freelist; + li->count = count; + + freelist = li; + ++free_count; +} void object::do_destroy () @@ -1087,7 +1059,7 @@ return; } - destroy_inv (false); + destroy_inv_fast (); if (is_head ()) if (sound_destroy) @@ -1129,7 +1101,7 @@ esrv_del_item (pl->contr, count); flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed - adjust_weight (env, -total_weight ()); + adjust_weight (env, total_weight (), 0); object *pl = in_player (); @@ -1151,9 +1123,23 @@ if (pl && pl->is_player ()) { + if (expect_false (pl->contr->combat_ob == this)) + { + pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE); + pl->contr->combat_ob = 0; + if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); + } + + if (expect_false (pl->contr->ranged_ob == this)) + { + pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE); + pl->contr->ranged_ob = 0; + if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); + } + pl->contr->queue_stats_update (); - if (glow_radius && pl->is_on_map ()) + if (expect_false (glow_radius) && pl->is_on_map ()) update_all_los (pl->map, pl->x, pl->y); } } @@ -1183,8 +1169,8 @@ // removing a container should close it close_container (); } - - esrv_del_item (pl->contr, count); + else + esrv_del_item (pl->contr, count); } /* link the object above us */ @@ -1197,9 +1183,6 @@ ms.invalidate (); - if (map->in_memory == MAP_SAVING) - return; - int check_walk_off = !flag [FLAG_NO_APPLY]; if (object *pl = ms.player ()) @@ -1343,7 +1326,7 @@ if (m == &freed_map)//D TODO: remove soon {//D - LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D + LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D }//D /* Ideally, the caller figures this out. However, it complicates a lot @@ -1380,11 +1363,11 @@ tmp->destroy (); } - CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ - CLEAR_FLAG (op, FLAG_INV_LOCKED); + op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ + op->clr_flag (FLAG_INV_LOCKED); - if (!QUERY_FLAG (op, FLAG_ALIVE)) - CLEAR_FLAG (op, FLAG_NO_STEAL); + if (!op->flag [FLAG_ALIVE]) + op->clr_flag (FLAG_NO_STEAL); if (flag & INS_BELOW_ORIGINATOR) { @@ -1429,10 +1412,10 @@ */ for (object *tmp = ms.bot; tmp; tmp = tmp->above) { - if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) + if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR]) floor = tmp; - if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) + if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR]) { /* We insert above top, so we want this object below this */ top = tmp->below; @@ -1460,7 +1443,7 @@ object *last; for (last = top; last != floor; last = last->below) - if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) + if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT)) break; /* Check to see if we found the object that blocks view, @@ -1543,14 +1526,14 @@ /* if this is not the head or flag has been passed, don't check walk on status */ if (!(flag & INS_NO_WALK_ON) && op->is_head ()) { - if (check_move_on (op, originator)) + if (check_move_on (op, originator, flag)) return 0; - /* If we are a multi part object, lets work our way through the check + /* If we are a multi part object, let's work our way through the check * walk on's. */ for (object *tmp = op->more; tmp; tmp = tmp->more) - if (check_move_on (tmp, originator)) + if (check_move_on (tmp, originator, flag)) return 0; } @@ -1600,11 +1583,11 @@ && ms.volume () < m->max_volume)) return true; - if (originator && originator->is_player ()) - originator->contr->failmsg (format ( - "No matter how hard you try, you just cannot put the %s here H", + if (originator) + originator->failmsgf ( + "No matter how hard you try, you just cannot put the %s here! H", query_name () - )); + ); return false; } @@ -1626,12 +1609,15 @@ if (nrof > nr) { + weight_t oweight = total_weight (); + nrof -= nr; - adjust_weight (env, -weight * max (1, nr)); // carrying == 0 if (object *pl = visible_to ()) esrv_update_item (UPD_NROF, pl, this); + adjust_weight (env, oweight, total_weight ()); + return true; } else @@ -1715,13 +1701,17 @@ if (object::can_merge (tmp, op)) { /* return the original object and remove inserted object - (client needs the original object) */ + (client prefers the original object) */ + + // carrying must be 0 for mergable objects + weight_t oweight = weight_t (tmp->weight) * tmp->nrof; + tmp->nrof += op->nrof; if (object *pl = tmp->visible_to ()) esrv_update_item (UPD_NROF, pl, tmp); - adjust_weight (this, op->total_weight ()); + adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof); op->destroy (); op = tmp; @@ -1747,7 +1737,7 @@ if (object *pl = op->visible_to ()) esrv_send_item (pl, op); - adjust_weight (this, op->total_weight ()); + adjust_weight (this, 0, op->total_weight ()); inserted: /* reset the light list and los of the players on the map */ @@ -1786,9 +1776,9 @@ * on top. */ int -check_move_on (object *op, object *originator) +check_move_on (object *op, object *originator, int flags) { - if (QUERY_FLAG (op, FLAG_NO_APPLY)) + if (op->flag [FLAG_NO_APPLY]) return 0; object *tmp; @@ -1835,7 +1825,7 @@ * space doesn't slow down swimming (for example), if you can't actually * swim on that space, can't use it to avoid the penalty. */ - if (!QUERY_FLAG (op, FLAG_WIZPASS)) + if (!op->flag [FLAG_WIZPASS]) { if ((!op->move_type && tmp->move_slow & MOVE_WALK) || ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) @@ -1855,6 +1845,11 @@ if ((!op->move_type && tmp->move_on & MOVE_WALK) || ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) { + if ((flags & INS_NO_AUTO_EXIT) + && (tmp->type == EXIT || tmp->type == TELEPORTER + || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead + continue; + move_apply (tmp, op, originator); if (op->destroyed ()) @@ -1976,7 +1971,7 @@ { for (object *tmp = op->inv; tmp; tmp = tmp->below) { - SET_FLAG (tmp, flag); + tmp->set_flag (flag); flag_inv (tmp, flag); } } @@ -1989,7 +1984,7 @@ { for (object *tmp = op->inv; tmp; tmp = tmp->below) { - CLEAR_FLAG (tmp, flag); + tmp->clr_flag (flag); unflag_inv (tmp, flag); } } @@ -2016,7 +2011,7 @@ find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) { int altern[SIZEOFFREE]; - int index = 0, flag; + int index = 0; for (int i = start; i < stop; i++) { @@ -2138,7 +2133,7 @@ int find_dir (maptile *m, int x, int y, object *exclude) { - int max = SIZEOFFREE, mflags; + int max = SIZEOFFREE; MoveType move_type; if (exclude && exclude->head_ () != exclude) @@ -2189,45 +2184,84 @@ } /* - * find_dir_2(delta-x,delta-y) will return a direction in which - * an object which has subtracted the x and y coordinates of another - * object, needs to travel toward it. + * find_dir_2(delta-x,delta-y) will return a direction value + * for running into direct [dx, dy]. + * (the opposite of crossfire's find_dir_2!) */ int find_dir_2 (int x, int y) { +#if 1 // new algorithm + // this works by putting x, y into 16 sectors, which + // are not equal sized, but are a better approximation + // then the old algorithm, and then using a mapping + // table to map it into a direction value. + // basically, it maps these comparisons to each bit + // bit #3: x < 0 + // bit #2: y < 0 + // bit #1: x > y + // bit #0: x > 2y + + static const uint8 dir[16] = { + 4, 5, 4, 3, + 2, 1, 2, 3, + 6, 5, 6, 7, + 8, 1, 8, 7, + }; + int sector = 0; + + // this is a bit ugly, but more likely to result in branchless code + sector |= x < 0 ? 8 : 0; + x = x < 0 ? -x : x; // abs + + sector |= y < 0 ? 4 : 0; + y = y < 0 ? -y : y; // abs + + if (x > y) + { + sector |= 2; + + if (x > y * 2) + sector |= 1; + } + else + { + if (y > x * 2) + sector |= 1; + else if (!y) + return 0; // x == 0 here + } + + return dir [sector]; +#else // old algorithm int q; if (y) - q = x * 100 / y; + q = 128 * x / y; else if (x) - q = -300 * x; + q = -512 * x; // to make it > 309 else return 0; if (y > 0) { - if (q < -242) - return 3; - if (q < -41) - return 2; - if (q < 41) - return 1; - if (q < 242) - return 8; - return 7; - } + if (q < -309) return 7; + if (q < -52) return 6; + if (q < 52) return 5; + if (q < 309) return 4; - if (q < -242) - return 7; - if (q < -41) - return 6; - if (q < 41) - return 5; - if (q < 242) - return 4; + return 3; + } + else + { + if (q < -309) return 3; + if (q < -52) return 2; + if (q < 52) return 1; + if (q < 309) return 8; - return 3; + return 7; + } +#endif } /* @@ -2237,13 +2271,9 @@ int dirdiff (int dir1, int dir2) { - int d; - - d = abs (dir1 - dir2); - if (d > 4) - d = 8 - d; + int d = abs (dir1 - dir2); - return d; + return d > 4 ? 8 - d : d; } /* peterm: @@ -2359,11 +2389,13 @@ int can_pick (const object *who, const object *item) { - return /*QUERY_FLAG(who,FLAG_WIZ)|| */ - (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && - !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); + return /*who->flag [FLAG_WIZ]|| */ + (item->weight > 0 && !item->flag [FLAG_NO_PICK] && + !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); } +//-GPL + /* * create clone from object to another */ @@ -2403,10 +2435,26 @@ return 0; } +/* Zero the key_values on op, decrementing the shared-string + * refcounts and freeing the links. + */ +void +key_values::clear () +{ + for (key_value *kvp = first; kvp; ) + { + key_value *next = kvp->next; + delete kvp; + kvp = next; + } + + first = 0; +} + shstr_tmp -object::kv_get (shstr_tmp key) const +key_values::get (shstr_tmp key) const { - for (key_value *kv = key_values; kv; kv = kv->next) + for (key_value *kv = first; kv; kv = kv->next) if (kv->key == key) return kv->value; @@ -2414,28 +2462,34 @@ } void -object::kv_set (shstr_tmp key, shstr_tmp value) +key_values::add (shstr_tmp key, shstr_tmp value) +{ + key_value *kv = new key_value; + + kv->next = first; + kv->key = key; + kv->value = value; + + first = kv; +} + +void +key_values::set (shstr_tmp key, shstr_tmp value) { - for (key_value *kv = key_values; kv; kv = kv->next) + for (key_value *kv = first; kv; kv = kv->next) if (kv->key == key) { kv->value = value; return; } - key_value *kv = new key_value; - - kv->next = key_values; - kv->key = key; - kv->value = value; - - key_values = kv; + add (key, value); } void -object::kv_del (shstr_tmp key) +key_values::del (shstr_tmp key) { - for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) + for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next) if ((*kvp)->key == key) { key_value *kv = *kvp; @@ -2445,6 +2499,34 @@ } } +void +key_values::reverse () +{ + key_value *prev = 0; + key_value *head = first; + + while (head) + { + key_value *node = head; + head = head->next; + node->next = prev; + prev = node; + } + + first = prev; +} + +key_values & +key_values::operator =(const key_values &kv) +{ + clear (); + + for (key_value *kvp = kv.first; kvp; kvp = kvp->next) + add (kvp->key, kvp->value); + + reverse (); +} + object::depth_iterator::depth_iterator (object *container) : iterator_base (container) { @@ -2536,6 +2618,8 @@ : region::default_region (); } +//+GPL + void object::open_container (object *new_container) { @@ -2602,6 +2686,38 @@ // contr->ns->floorbox_reset (); } +//-GPL + +// prefetch some flat area around the player +static void +prefetch_surrounding_area (object *op, maptile *map, int range) +{ + for (maprect *rect = map->split_to_tiles (mapwalk_buf, + op->x - range , op->y - range , + op->x + range + 1, op->y + range + 1); + rect->m; + ++rect) + { + rect->m->touch (); + rect->m->activate (); + } +} + +// prefetch a generous area around the player, also up and down +void +object::prefetch_surrounding_maps () +{ + prefetch_surrounding_area (this, map, 40); + + if (maptile *m = map->tile_available (TILE_DOWN)) + prefetch_surrounding_area (this, m, 20); + + if (maptile *m = map->tile_available (TILE_UP)) + prefetch_surrounding_area (this, m, 20); +} + +//+GPL + object * object::force_find (shstr_tmp name) { @@ -2615,8 +2731,6 @@ return 0; } -//-GPL - void object::force_set_timer (int duration) { @@ -2632,7 +2746,7 @@ if (object *force = force_find (name)) force->destroy (); - object *force = get_archetype (FORCE_NAME); + object *force = archetype::get (FORCE_NAME); force->slaying = name; force->force_set_timer (duration); @@ -2711,3 +2825,28 @@ move_type = mt; } +/* object should be a player. + * we return the object the player has marked with the 'mark' command + * below. If no match is found (or object has changed), we return + * NULL. We leave it up to the calling function to print messages if + * nothing is found. + */ +object * +object::mark () const +{ + if (contr && contr->mark && contr->mark->env == this) + return contr->mark; + else + return 0; +} + +// put marked object first in the inventory +// this is used by identify-like spells so players can influence +// the order a bit. +void +object::splay_marked () +{ + if (object *marked = mark ()) + splay (marked); +} +