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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 1.368 by root, Wed Dec 5 19:03:26 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <stdio.h> 27#include <stdio.h>
27#include <sys/types.h> 28#include <sys/types.h>
28#include <sys/uio.h> 29#include <sys/uio.h>
29#include <object.h> 30#include <object.h>
30#include <sproto.h> 31#include <sproto.h>
31#include <loader.h>
32 32
33#include <bitset> 33#include <bitset>
34 34
35UUID UUID::cur; 35UUID UUID::cur;
36static uint64_t seq_next_save; 36static uint64_t seq_next_save;
38uint32_t mapspace::smellcount = 10000; 38uint32_t mapspace::smellcount = 10000;
39 39
40objectvec objects; 40objectvec objects;
41activevec actives; 41activevec actives;
42 42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
43//+GPL 49//+GPL
44 50
45short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
46 0, 52 0,
47 0, 1, 1, 1, 0, -1, -1, -1, 53 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 56};
51short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
52 0, 58 0,
53 -1, -1, 0, 1, 1, 1, 0, -1, 59 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
56}; 62};
66 9, 10, 13, 14, 17, 18, 21, 22, 72 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, 73 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 74 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}; 75};
70 76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
71static void 96static void
72write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
73{ 98{
74 CALL_BEGIN (2); 99 CALL_BEGIN (2);
75 CALL_ARG_SV (newSVval64 (skip)); 100 CALL_ARG_SV (newSVval64 (skip));
77 CALL_CALL ("cf::write_uuid", G_DISCARD); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END; 103 CALL_END;
79} 104}
80 105
81static void 106static void
82read_uuid (void) 107read_uuid ()
83{ 108{
84 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
85 110
86 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
87 112
101 126
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1); 128 _exit (1);
104 } 129 }
105 130
106 UUID::BUF buf; 131 char buf [UUID::MAX_LEN];
107 buf[0] = 0; 132 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp); 133 fgets (buf, sizeof (buf), fp);
109 134
110 if (!UUID::cur.parse (buf)) 135 if (!UUID::cur.parse (buf))
111 { 136 {
124{ 149{
125 UUID uid; 150 UUID uid;
126 151
127 uid.seq = ++cur.seq; 152 uid.seq = ++cur.seq;
128 153
129 if (expect_false (cur.seq >= seq_next_save)) 154 if (ecb_expect_false (cur.seq >= seq_next_save))
130 { 155 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); 156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false); 157 write_uuid (UUID_GAP, false);
133 } 158 }
134 159
138 163
139void 164void
140UUID::init () 165UUID::init ()
141{ 166{
142 read_uuid (); 167 read_uuid ();
168}
169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
143} 233}
144 234
145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
146static bool 236static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
148{ 238{
149 /* n-squared behaviour (see kv_get), but I'm hoping both 239 /* 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 240 * objects with lists are rare, and lists stay short. If not, use a
151 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
152 */ 242 */
153 243
154 /* For each field in wants, */ 244 /* For each field in wants, */
155 for (key_value *kv = wants->key_values; kv; kv = kv->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
156 if (has->kv_get (kv->key) != kv->value) 246 if (has->kv.get (kv->key) != kv->value)
157 return false; 247 return false;
158 248
159 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
160 return true; 250 return true;
161} 251}
183 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
184 * check weight 274 * check weight
185 */ 275 */
186bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
187{ 277{
188 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
189 if (ob1 == ob2 279 if (ob1 == ob2
190 || ob1->type != ob2->type 280 || ob1->type != ob2->type
281 || ob1->value != ob2->value
282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
191 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED 284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
192 || ob1->value != ob2->value
193 || ob1->name != ob2->name)
194 return 0; 285 return 0;
195 286
196 /* Do not merge objects if nrof would overflow, assume nrof 287 /* Do not merge objects if nrof would overflow, assume nrof
197 * is always 0 .. 2**31-1 */ 288 * is always 0 .. 2**31-1 */
198 if (ob1->nrof > 0x7fffffff - ob2->nrof) 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
202 * This is to the comparison of the flags below will be OK. We 293 * 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 294 * 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 295 * are not equal - just if it has been identified, the been_applied
205 * flags lose any meaning. 296 * flags lose any meaning.
206 */ 297 */
207 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
208 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
209 300
210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
211 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
212 303
213 if (ob1->arch->archname != ob2->arch->archname 304 if (ob1->arch->archname != ob2->arch->archname
214 || ob1->name != ob2->name 305 || ob1->name != ob2->name
215 || ob1->title != ob2->title 306 || ob1->title != ob2->title
216 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
219 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
220 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
221 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
222 || ob1->value != ob2->value 313 || ob1->value != ob2->value
223 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
225 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
226 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
227 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
228 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
229 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
230 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
231 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
261 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
262 * if it is valid. 353 * if it is valid.
263 */ 354 */
264 } 355 }
265 356
266 /* Don't merge objects that are applied. With the new 'body' code, 357 /* 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 358 * 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. 359 * some items equipped, and we don't want those to merge.
269 */ 360 */
270 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
271 return 0; 362 return 0;
272 363
273 /* Note sure why the following is the case - either the object has to 364 /* Not 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 365 * be animated or have a very low speed. Is this an attempted monster
275 * check? 366 * check?
276 */ 367 */
277 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
278 return 0; 369 return 0;
279 370
280 switch (ob1->type) 371 switch (ob1->type)
281 { 372 {
282 case SCROLL: 373 case SCROLL:
283 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
284 return 0; 375 return 0;
285 break; 376 break;
286 } 377 }
287 378
288 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
289 { 380 {
290 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
291 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
292 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
293 384
294 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
295 return 0; 386 return 0;
296 } 387 }
356 447
357 return 0; 448 return 0;
358} 449}
359 450
360// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
361static sint32 452static weight_t
362weight_adjust_for (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
363{ 454{
364 return op->type == CONTAINER 455 if (op->type == CONTAINER)
365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
366 : weight;
367}
368 457
458 return weight;
459}
460
369/* 461/*
370 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
371 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
372 */ 464 */
373static void 465static void
374adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
375{ 467{
376 while (op) 468 while (op)
377 { 469 {
378 // adjust by actual difference to account for rounding errors 470 weight_t carrying = (weight_t)op->carrying
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 471 - weight_adjust_for (op, sub)
380 weight = weight_adjust_for (op, op->carrying) 472 + weight_adjust_for (op, add);
381 - weight_adjust_for (op, op->carrying - weight);
382 473
383 if (!weight) 474 sub = op->carrying;
384 return;
385
386 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
387 477
388 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
389 if (pl != op) // player is handled lazily 479 if (pl != op) // player is handled lazily
390 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
391 481
399 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
400 */ 490 */
401void 491void
402object::update_weight () 492object::update_weight ()
403{ 493{
404 sint32 sum = 0; 494 weight_t sum = 0;
405 495
406 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
407 { 497 {
408 if (op->inv)
409 op->update_weight (); 498 op->update_weight ();
410 499
411 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
412 } 501 }
413
414 sum = weight_adjust_for (this, sum);
415 502
416 if (sum != carrying) 503 if (sum != carrying)
417 { 504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
418 carrying = sum; 509 carrying = sum;
419 510
420 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
421 if (pl != this) // player is handled lazily 512 if (pl != this) // player is handled lazily
422 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
450object * 541object *
451find_object (tag_t i) 542find_object (tag_t i)
452{ 543{
453 for_all_objects (op) 544 for_all_objects (op)
454 if (op->count == i) 545 if (op->count == i)
546 return op;
547
548 return 0;
549}
550
551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
455 return op; 561 return op;
456 562
457 return 0; 563 return 0;
458} 564}
459 565
493 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
494 return; 600 return;
495 } 601 }
496 602
497 this->owner = owner; 603 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} 604}
583 605
584/* 606/*
585 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
586 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
592void 614void
593object::copy_to (object *dst) 615object::copy_to (object *dst)
594{ 616{
595 dst->remove (); 617 dst->remove ();
596 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
619
620 // maybe move to object_copy?
621 dst->kv = kv;
622
597 dst->flag [FLAG_REMOVED] = true; 623 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 (); 624 dst->activate ();
631} 625}
632 626
633void 627void
634object::instantiate () 628object::instantiate ()
635{ 629{
636 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
637 uuid = UUID::gen (); 631 uuid = UUID::gen ();
638 632
633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
639 speed_left = -0.1f; 637 speed_left = -1.;
638
640 /* copy the body_info to the body_used - this is only really 639 /* 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. 640 * 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 641 * by doing so, when a monster is created, it has good starting
643 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
644 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
645 */ 644 */
646 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
647 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
648 647
649 attachable::instantiate (); 648 attachable::instantiate ();
650} 649}
651 650
652object * 651object *
653object::clone () 652object::clone ()
654{ 653{
655 object *neu = create (); 654 object *neu = create ();
656 copy_to (neu); 655 copy_to (neu);
656
657 // TODO: unclean state changes, should not be done in clone AND instantiate
658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
660
657 neu->map = map; // not copied by copy_to 661 neu->map = map; // not copied by copy_to
658 return neu; 662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
659} 674}
660 675
661/* 676/*
662 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
663 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
664 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
665 */ 680 */
666void 681void
667update_turn_face (object *op) 682update_turn_face (object *op)
668{ 683{
669 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
670 return; 685 return;
671 686
672 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
673 update_object (op, UP_OBJ_FACE);
674} 688}
675 689
676/* 690/*
677 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
678 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
688 else 702 else
689 deactivate (); 703 deactivate ();
690} 704}
691 705
692/* 706/*
693 * update_object() updates the the map. 707 * update_object() updates the map.
694 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
695 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
696 * invisible object, etc...) 710 * invisible object, etc...)
697 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
698 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
735 } 749 }
736 750
737 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
738 752
739 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
740 /* nop */; 754 m.update_up (); // nothing to do except copy up
741 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
742 { 756 {
743#if 0 757#if 0
744 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
745 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
746 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
747 || (op->is_player () && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
748 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
749 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
750 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
751 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
752 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
753 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
754 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
755 * have move_allow right now. 769 * have move_allow right now.
756 */ 770 */
757 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
758 m.invalidate (); 772 m.invalidate ();
759#else 773#else
760 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) 774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
766 * that is being removed. 780 * that is being removed.
767 */ 781 */
768 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
769 m.invalidate (); 783 m.invalidate ();
770 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
771 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
772 else 786 else
773 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
774 788
775 if (op->more) 789 if (op->more)
776 update_object (op->more, action); 790 update_object (op->more, action);
777} 791}
778 792
779object::object () 793object::object ()
780{ 794{
781 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
782 796
783 //expmul = 1.0; declared const for the time being 797 //expmul = 1.0; declared const for the time being
784 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
785} 800}
786 801
787object::~object () 802object::~object ()
788{ 803{
789 unlink (); 804 unlink ();
790 805
791 free_key_values (this); 806 kv.clear ();
792} 807}
793
794static int object_count;
795 808
796void object::link () 809void object::link ()
797{ 810{
798 assert (!index);//D 811 assert (!index);//D
799 uuid = UUID::gen (); 812 uuid = UUID::gen ();
800 count = ++object_count;
801 813
802 refcnt_inc (); 814 refcnt_inc ();
803 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
804} 819}
805 820
806void object::unlink () 821void object::unlink ()
807{ 822{
808 if (!index) 823 if (!index)
809 return; 824 return;
825
826 ++destroy_count;
810 827
811 objects.erase (this); 828 objects.erase (this);
812 refcnt_dec (); 829 refcnt_dec ();
813} 830}
814 831
837 op->activate_recursive (); 854 op->activate_recursive ();
838} 855}
839 856
840/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
841 * objects. 858 * objects.
842 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
843 * reference maps where you don't want an object that isn't 860 * reference maps where you don't want an object that isn't
844 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
845 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
846 * will do the right thing based on the speed of the object. 863 * will do the right thing based on the speed of the object.
847 */ 864 */
893 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
894 * drop on that space. 911 * drop on that space.
895 */ 912 */
896 if (!drop_to_ground 913 if (!drop_to_ground
897 || !map 914 || !map
898 || map->in_memory != MAP_ACTIVE 915 || !map->linkable ()
899 || map->no_drop 916 || map->no_drop
900 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
901 { 918 {
902 while (inv) 919 while (inv)
903 inv->destroy (); 920 inv->destroy ();
919 map->insert (op, x, y); 936 map->insert (op, x, y);
920 } 937 }
921 } 938 }
922} 939}
923 940
941/*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
946void
947object::destroy_inv_fast ()
948{
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960}
961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
924object *object::create () 978object::create ()
925{ 979{
926 object *op = new object; 980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
927 op->link (); 1002 op->link ();
1003
928 return op; 1004 return op;
929} 1005}
930 1006
931static struct freed_map : maptile 1007void
1008object::do_delete ()
932{ 1009{
933 freed_map () 1010 uint32_t count = this->count;
934 {
935 path = "<freed objects map>";
936 name = "/internal/freed_objects_map";
937 width = 3;
938 height = 3;
939 no_drop = 1;
940 no_reset = 1;
941 1011
942 alloc (); 1012 this->~object ();
943 in_memory = MAP_ACTIVE;
944 }
945 1013
946 ~freed_map () 1014 freelist_item *li = (freelist_item *)this;
947 { 1015 li->next = freelist;
948 destroy (); 1016 li->count = count;
949 } 1017
950} freed_map; // freed objects are moved here to avoid crashes 1018 freelist = li;
1019 ++free_count;
1020}
951 1021
952void 1022void
953object::do_destroy () 1023object::do_destroy ()
954{ 1024{
955 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
998 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
999 head->destroy (); 1069 head->destroy ();
1000 return; 1070 return;
1001 } 1071 }
1002 1072
1003 destroy_inv (false); 1073 destroy_inv_fast ();
1004 1074
1005 if (is_head ()) 1075 if (is_head ())
1006 if (sound_destroy) 1076 if (sound_destroy)
1007 play_sound (sound_destroy); 1077 play_sound (sound_destroy);
1008 else if (flag [FLAG_MONSTER]) 1078 else if (flag [FLAG_MONSTER])
1029 flag [FLAG_REMOVED] = true; 1099 flag [FLAG_REMOVED] = true;
1030 1100
1031 if (more) 1101 if (more)
1032 more->remove (); 1102 more->remove ();
1033 1103
1034 /* 1104 /*
1035 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1036 * inventory. 1106 * inventory.
1037 */ 1107 */
1038 if (env) 1108 if (env)
1039 { 1109 {
1040 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1041 if (object *pl = visible_to ()) 1111 if (object *pl = visible_to ())
1042 esrv_del_item (pl->contr, count); 1112 esrv_del_item (pl->contr, count);
1043 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1044 1114
1045 adjust_weight (env, -total_weight ()); 1115 adjust_weight (env, total_weight (), 0);
1046 1116
1047 object *pl = in_player (); 1117 object *pl = in_player ();
1048 1118
1049 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1050 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1060 1130
1061 above = 0; 1131 above = 0;
1062 below = 0; 1132 below = 0;
1063 env = 0; 1133 env = 0;
1064 1134
1065 /* NO_FIX_PLAYER is set when a great many changes are being 1135 if (pl && pl->is_player ())
1066 * made to players inventory. If set, avoiding the call
1067 * to save cpu time.
1068 */ 1136 {
1069 if (pl) 1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1070 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1071 { 1138 {
1072 pl->update_stats (); 1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1140 pl->contr->combat_ob = 0;
1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1073 1143
1144 if (ecb_expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1074 if (glow_radius && pl->is_on_map ()) 1153 if (ecb_expect_false (glow_radius) && pl->is_on_map ())
1075 update_all_los (pl->map, pl->x, pl->y); 1154 update_all_los (pl->map, pl->x, pl->y);
1076 } 1155 }
1077 } 1156 }
1078 else if (map) 1157 else if (map)
1079 { 1158 {
1080 map->dirty = true; 1159 map->dirty = true;
1081 mapspace &ms = this->ms (); 1160 mapspace &ms = this->ms ();
1099 else if (pl->container_ () == this) 1178 else if (pl->container_ () == this)
1100 { 1179 {
1101 // removing a container should close it 1180 // removing a container should close it
1102 close_container (); 1181 close_container ();
1103 } 1182 }
1104 1183 else
1105 esrv_del_item (pl->contr, count); 1184 esrv_del_item (pl->contr, count);
1106 } 1185 }
1107 1186
1108 /* link the object above us */ 1187 /* link the object above us */
1109 // re-link, make sure compiler can easily use cmove 1188 // re-link, make sure compiler can easily use cmove
1110 *(above ? &above->below : &ms.top) = below; 1189 *(above ? &above->below : &ms.top) = below;
1112 1191
1113 above = 0; 1192 above = 0;
1114 below = 0; 1193 below = 0;
1115 1194
1116 ms.invalidate (); 1195 ms.invalidate ();
1117
1118 if (map->in_memory == MAP_SAVING)
1119 return;
1120 1196
1121 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1198
1123 if (object *pl = ms.player ()) 1199 if (object *pl = ms.player ())
1124 { 1200 {
1201 1277
1202 object *prev = this; 1278 object *prev = this;
1203 1279
1204 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1205 { 1281 {
1206 object *op = arch_to_object (at); 1282 object *op = at->instance ();
1207 1283
1208 op->name = name; 1284 op->name = name;
1209 op->name_pl = name_pl; 1285 op->name_pl = name_pl;
1210 op->title = title; 1286 op->title = title;
1211 1287
1249 * Passing 0 for flag gives proper default values, so flag really only needs 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1250 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1251 * 1327 *
1252 * Return value: 1328 * Return value:
1253 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1254 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1255 * just 'op' otherwise 1331 * just 'op' otherwise
1256 */ 1332 */
1257object * 1333object *
1258insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1259{ 1335{
1260 op->remove (); 1336 op->remove ();
1261 1337
1262 if (m == &freed_map)//D TODO: remove soon 1338 if (m == &freed_map)//D TODO: remove soon
1263 {//D 1339 {//D
1264 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1265 }//D 1341 }//D
1266 1342
1267 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* 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 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1269 * need extra work 1345 * need extra work
1296 // from here :/ 1372 // from here :/
1297 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1374 tmp->destroy ();
1299 } 1375 }
1300 1376
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1303 1379
1304 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1305 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1306 1382
1307 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1308 { 1384 {
1309 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1310 { 1386 {
1338 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1339 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1340 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1341 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1342 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1343 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1344 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1345 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1346 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1347 */ 1423 */
1348 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1349 { 1425 {
1350 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1351 floor = tmp; 1427 floor = tmp;
1352 1428
1353 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1354 { 1430 {
1355 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1356 top = tmp->below; 1432 top = tmp->below;
1357 break; 1433 break;
1358 } 1434 }
1376 && (op->face && !faces [op->face].visibility)) 1452 && (op->face && !faces [op->face].visibility))
1377 { 1453 {
1378 object *last; 1454 object *last;
1379 1455
1380 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1381 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1382 break; 1458 break;
1383 1459
1384 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1385 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1386 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1459 */ 1535 */
1460 1536
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* 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 ()) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1539 {
1464 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1465 return 0; 1541 return 0;
1466 1542
1467 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1468 * walk on's. 1544 * walk on's.
1469 */ 1545 */
1470 for (object *tmp = op->more; tmp; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1472 return 0; 1548 return 0;
1473 } 1549 }
1474 1550
1475 return op; 1551 return op;
1476} 1552}
1477 1553
1478/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1481 */ 1557 */
1482void 1558void
1483replace_insert_ob_in_map (shstr_tmp archname, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1560{
1486 1562
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (tmp->arch->archname == archname) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1565 tmp->destroy ();
1490 1566
1491 object *tmp = arch_to_object (archetype::find (archname)); 1567 object *tmp = archetype::find (archname)->instance ();
1492 1568
1493 tmp->x = op->x; 1569 tmp->x = op->x;
1494 tmp->y = op->y; 1570 tmp->y = op->y;
1495 1571
1496 insert_ob_in_map (tmp, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1501{ 1577{
1502 if (where->env) 1578 if (where->env)
1503 return where->env->insert (this); 1579 return where->env->insert (this);
1504 else 1580 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1582}
1583
1584// check whether we can put this into the map, respect max_volume, max_items
1585bool
1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1587{
1588 mapspace &ms = m->at (x, y);
1589
1590 int items = ms.items ();
1591
1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1595 return true;
1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1603 return false;
1506} 1604}
1507 1605
1508/* 1606/*
1509 * decrease(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1510 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1520 1618
1521 nr = min (nr, nrof); 1619 nr = min (nr, nrof);
1522 1620
1523 if (nrof > nr) 1621 if (nrof > nr)
1524 { 1622 {
1623 weight_t oweight = total_weight ();
1624
1525 nrof -= nr; 1625 nrof -= nr;
1526 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1527 1626
1528 if (object *pl = visible_to ()) 1627 if (object *pl = visible_to ())
1529 esrv_update_item (UPD_NROF, pl, this); 1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1530 1631
1531 return true; 1632 return true;
1532 } 1633 }
1533 else 1634 else
1534 { 1635 {
1588/* 1689/*
1589 * env->insert (op) 1690 * env->insert (op)
1590 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1591 * inside the object environment. 1692 * inside the object environment.
1592 * 1693 *
1593 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1594 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1595 */ 1696 */
1596object * 1697object *
1597object::insert (object *op) 1698object::insert (object *op)
1598{ 1699{
1609 if (op->nrof) 1710 if (op->nrof)
1610 for (object *tmp = inv; tmp; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1611 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1612 { 1713 {
1613 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1614 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1615 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1616 1721
1617 if (object *pl = tmp->visible_to ()) 1722 if (object *pl = tmp->visible_to ())
1618 esrv_update_item (UPD_NROF, pl, tmp); 1723 esrv_update_item (UPD_NROF, pl, tmp);
1619 1724
1620 adjust_weight (this, op->total_weight ()); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1621 1726
1622 op->destroy (); 1727 op->destroy ();
1623 op = tmp; 1728 op = tmp;
1624 goto inserted; 1729 goto inserted;
1625 } 1730 }
1641 op->flag [FLAG_REMOVED] = 0; 1746 op->flag [FLAG_REMOVED] = 0;
1642 1747
1643 if (object *pl = op->visible_to ()) 1748 if (object *pl = op->visible_to ())
1644 esrv_send_item (pl, op); 1749 esrv_send_item (pl, op);
1645 1750
1646 adjust_weight (this, op->total_weight ()); 1751 adjust_weight (this, 0, op->total_weight ());
1647 1752
1648inserted: 1753inserted:
1649 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1650 if (op->glow_radius && is_on_map ()) 1755 if (op->glow_radius && is_on_map ())
1651 { 1756 {
1652 update_stats (); 1757 update_stats ();
1653 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1654 } 1759 }
1655 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1760 else if (is_player ())
1656 // if this is a player's inventory, update stats 1761 // if this is a player's inventory, update stats
1657 update_stats (); 1762 contr->queue_stats_update ();
1658 1763
1659 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1660 1765
1661 return op; 1766 return op;
1662} 1767}
1680 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * 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 1786 * object being inserted. insert_ob_in_map may not put new objects
1682 * on top. 1787 * on top.
1683 */ 1788 */
1684int 1789int
1685check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1686{ 1791{
1687 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1792 if (op->flag [FLAG_NO_APPLY])
1688 return 0; 1793 return 0;
1689 1794
1690 object *tmp; 1795 object *tmp;
1691 maptile *m = op->map; 1796 maptile *m = op->map;
1692 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1714 */ 1819 */
1715 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1716 return 0; 1821 return 0;
1717 1822
1718 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1719 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1720 */ 1825 */
1721 for (object *next, *tmp = ms.top; tmp; tmp = next) 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1722 { 1827 {
1723 next = tmp->below; 1828 next = tmp->below;
1724 1829
1729 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1730 * (~slow_move) is not blocked on this space - just because the 1835 * (~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 1836 * 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. 1837 * swim on that space, can't use it to avoid the penalty.
1733 */ 1838 */
1734 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1735 { 1840 {
1736 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 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)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1738 { 1843 {
1739 float diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1749 1854
1750 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1751 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 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)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1753 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1754 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1755 1865
1756 if (op->destroyed ()) 1866 if (op->destroyed ())
1757 return 1; 1867 return 1;
1758 1868
1870void 1980void
1871flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1872{ 1982{
1873 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1874 { 1984 {
1875 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1876 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1877 } 1987 }
1878} 1988}
1879 1989
1880/* 1990/*
1883void 1993void
1884unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1885{ 1995{
1886 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1887 { 1997 {
1888 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1889 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1890 } 2000 }
1891} 2001}
1892 2002
1893/* 2003/*
1903 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1904 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
1905 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
1906 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
1907 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
1908 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
1909 * customized, changed states, etc. 2019 * customized, changed states, etc.
1910 */ 2020 */
1911int 2021int
1912find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1913{ 2023{
1914 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
1915 int index = 0, flag; 2025 int index = 0;
1916 2026
1917 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
1918 { 2028 {
1919 mapxy pos (m, x, y); pos.move (i); 2029 mapxy pos (m, x, y); pos.move (i);
1920 2030
1936 continue; 2046 continue;
1937 } 2047 }
1938 2048
1939 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
1940 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
1941 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
1942 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
1943 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
1944 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
1945 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
1946 */ 2056 */
1976 */ 2086 */
1977int 2087int
1978find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
1979{ 2089{
1980 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
1981 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
1982 return i; 2092 return i;
1983 2093
1984 return -1; 2094 return -1;
1985} 2095}
1986 2096
1997 2107
1998 while (--end) 2108 while (--end)
1999 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2000} 2110}
2001 2111
2002/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2003 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2004 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2005 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2006 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2007 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2032 * there is capable of. 2142 * there is capable of.
2033 */ 2143 */
2034int 2144int
2035find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2036{ 2146{
2037 int max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2038 MoveType move_type; 2148 MoveType move_type;
2039 2149
2040 if (exclude && exclude->head_ () != exclude) 2150 if (exclude && exclude->head_ () != exclude)
2041 { 2151 {
2042 exclude = exclude->head; 2152 exclude = exclude->head;
2083{ 2193{
2084 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2085} 2195}
2086 2196
2087/* 2197/*
2088 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * 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 2199 * for running into direct [dx, dy].
2090 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2091 */ 2201 */
2092int 2202int
2093find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2094{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2095 int q; 2248 int q;
2096 2249
2097 if (y) 2250 if (y)
2098 q = x * 100 / y; 2251 q = 128 * x / y;
2099 else if (x) 2252 else if (x)
2100 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2101 else 2254 else
2102 return 0; 2255 return 0;
2103 2256
2104 if (y > 0) 2257 if (y > 0)
2105 { 2258 {
2106 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2107 return 3; 2264 return 3;
2108 if (q < -41) 2265 }
2109 return 2; 2266 else
2110 if (q < 41) 2267 {
2111 return 1; 2268 if (q < -309) return 3;
2112 if (q < 242) 2269 if (q < -52) return 2;
2113 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2114 return 7; 2273 return 7;
2115 } 2274 }
2116 2275#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} 2276}
2128 2277
2129/* 2278/*
2130 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2131 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2132 */ 2281 */
2133int 2282int
2134dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2135{ 2284{
2136 int d;
2137
2138 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2139 if (d > 4)
2140 d = 8 - d;
2141 2286
2142 return d; 2287 return d > 4 ? 8 - d : d;
2143} 2288}
2144 2289
2145/* peterm: 2290/* peterm:
2146 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2147 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2216 int mflags; 2361 int mflags;
2217 2362
2218 if (dir < 0) 2363 if (dir < 0)
2219 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2220 2365
2221 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2222 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2223 2368
2224 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2225 2370
2226 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2227 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2253 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2254 */ 2399 */
2255int 2400int
2256can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2257{ 2402{
2258 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2259 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2260 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2261} 2406}
2407
2408//-GPL
2262 2409
2263/* 2410/*
2264 * create clone from object to another 2411 * create clone from object to another
2265 */ 2412 */
2266object * 2413object *
2297 return tmp; 2444 return tmp;
2298 2445
2299 return 0; 2446 return 0;
2300} 2447}
2301 2448
2449/* Zero the key_values on op, decrementing the shared-string
2450 * refcounts and freeing the links.
2451 */
2452void
2453key_values::clear ()
2454{
2455 for (key_value *kvp = first; kvp; )
2456 {
2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2302shstr_tmp 2465shstr_tmp
2303object::kv_get (shstr_tmp key) const 2466key_values::get (shstr_tmp key) const
2304{ 2467{
2305 for (key_value *kv = key_values; kv; kv = kv->next) 2468 for (key_value *kv = first; kv; kv = kv->next)
2306 if (kv->key == key) 2469 if (kv->key == key)
2307 return kv->value; 2470 return kv->value;
2308 2471
2309 return shstr (); 2472 return shstr ();
2310} 2473}
2311 2474
2312void 2475void
2476key_values::add (shstr_tmp key, shstr_tmp value)
2477{
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2313object::kv_set (shstr_tmp key, shstr_tmp value) 2488key_values::set (shstr_tmp key, shstr_tmp value)
2314{ 2489{
2315 for (key_value *kv = key_values; kv; kv = kv->next) 2490 for (key_value *kv = first; kv; kv = kv->next)
2316 if (kv->key == key) 2491 if (kv->key == key)
2317 { 2492 {
2318 kv->value = value; 2493 kv->value = value;
2319 return; 2494 return;
2320 } 2495 }
2321 2496
2322 key_value *kv = new key_value; 2497 add (key, value);
2323
2324 kv->next = key_values;
2325 kv->key = key;
2326 kv->value = value;
2327
2328 key_values = kv;
2329} 2498}
2330 2499
2331void 2500void
2332object::kv_del (shstr_tmp key) 2501key_values::del (shstr_tmp key)
2333{ 2502{
2334 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2335 if ((*kvp)->key == key) 2504 if ((*kvp)->key == key)
2336 { 2505 {
2337 key_value *kv = *kvp; 2506 key_value *kv = *kvp;
2338 *kvp = (*kvp)->next; 2507 *kvp = (*kvp)->next;
2339 delete kv; 2508 delete kv;
2340 return; 2509 return;
2341 } 2510 }
2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2520 {
2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2526
2527 first = prev;
2528}
2529
2530key_values &
2531key_values::operator =(const key_values &kv)
2532{
2533 clear ();
2534
2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539
2540 return *this;
2342} 2541}
2343 2542
2344object::depth_iterator::depth_iterator (object *container) 2543object::depth_iterator::depth_iterator (object *container)
2345: iterator_base (container) 2544: iterator_base (container)
2346{ 2545{
2430{ 2629{
2431 return map ? map->region (x, y) 2630 return map ? map->region (x, y)
2432 : region::default_region (); 2631 : region::default_region ();
2433} 2632}
2434 2633
2435const materialtype_t * 2634//+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 2635
2444void 2636void
2445object::open_container (object *new_container) 2637object::open_container (object *new_container)
2446{ 2638{
2447 if (container == new_container) 2639 if (container == new_container)
2482 // TODO: this does not seem to serve any purpose anymore? 2674 // TODO: this does not seem to serve any purpose anymore?
2483#if 0 2675#if 0
2484 // insert the "Close Container" object. 2676 // insert the "Close Container" object.
2485 if (archetype *closer = new_container->other_arch) 2677 if (archetype *closer = new_container->other_arch)
2486 { 2678 {
2487 object *closer = arch_to_object (new_container->other_arch); 2679 object *closer = new_container->other_arch->instance ();
2488 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2489 new_container->insert (closer); 2681 new_container->insert (closer);
2490 } 2682 }
2491#endif 2683#endif
2492 2684
2505 } 2697 }
2506// else if (!old_container->env && contr && contr->ns) 2698// else if (!old_container->env && contr && contr->ns)
2507// contr->ns->floorbox_reset (); 2699// contr->ns->floorbox_reset ();
2508} 2700}
2509 2701
2702//-GPL
2703
2704// prefetch some flat area around the player
2705static void
2706prefetch_surrounding_area (object *op, maptile *map, int range)
2707{
2708 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2709 op->x - range , op->y - range ,
2710 op->x + range + 1, op->y + range + 1);
2711 rect->m;
2712 ++rect)
2713 {
2714 rect->m->touch ();
2715 rect->m->activate ();
2716 }
2717}
2718
2719// prefetch a generous area around the player, also up and down
2720void
2721object::prefetch_surrounding_maps ()
2722{
2723 prefetch_surrounding_area (this, map, 40);
2724
2725 if (maptile *m = map->tile_available (TILE_DOWN))
2726 prefetch_surrounding_area (this, m, 20);
2727
2728 if (maptile *m = map->tile_available (TILE_UP))
2729 prefetch_surrounding_area (this, m, 20);
2730}
2731
2732//+GPL
2733
2510object * 2734object *
2511object::force_find (shstr_tmp name) 2735object::force_find (shstr_tmp name)
2512{ 2736{
2513 /* cycle through his inventory to look for the MARK we want to 2737 /* cycle through his inventory to look for the MARK we want to
2514 * place 2738 * place
2515 */ 2739 */
2516 for (object *tmp = inv; tmp; tmp = tmp->below) 2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2517 if (tmp->type == FORCE && tmp->slaying == name) 2741 if (tmp->type == FORCE && tmp->slaying == name)
2518 return splay (tmp); 2742 return splay (tmp);
2519 2743
2520 return 0; 2744 return 0;
2521} 2745}
2522 2746
2523//-GPL
2524
2525void 2747void
2526object::force_set_timer (int duration) 2748object::force_set_timer (int duration)
2527{ 2749{
2528 this->duration = 1; 2750 this->duration = 1;
2529 this->speed_left = -1.f; 2751 this->speed_left = -1.f;
2535object::force_add (shstr_tmp name, int duration) 2757object::force_add (shstr_tmp name, int duration)
2536{ 2758{
2537 if (object *force = force_find (name)) 2759 if (object *force = force_find (name))
2538 force->destroy (); 2760 force->destroy ();
2539 2761
2540 object *force = get_archetype (FORCE_NAME); 2762 object *force = archetype::get (FORCE_NAME);
2541 2763
2542 force->slaying = name; 2764 force->slaying = name;
2543 force->force_set_timer (duration); 2765 force->force_set_timer (duration);
2544 force->flag [FLAG_APPLIED] = true; 2766 force->flag [FLAG_APPLIED] = true;
2545 2767
2598 2820
2599 insert (force); 2821 insert (force);
2600 } 2822 }
2601} 2823}
2602 2824
2825void object::change_move_type (MoveType mt)
2826{
2827 if (move_type == mt)
2828 return;
2829
2830 if (is_on_map ())
2831 {
2832 // we are on the map, so handle move_on/off effects
2833 remove ();
2834 move_type = mt;
2835 map->insert (this, x, y, this);
2836 }
2837 else
2838 move_type = mt;
2839}
2840
2841/* object should be a player.
2842 * we return the object the player has marked with the 'mark' command
2843 * below. If no match is found (or object has changed), we return
2844 * NULL. We leave it up to the calling function to print messages if
2845 * nothing is found.
2846 */
2847object *
2848object::mark () const
2849{
2850 if (contr && contr->mark && contr->mark->env == this)
2851 return contr->mark;
2852 else
2853 return 0;
2854}
2855
2856// put marked object first in the inventory
2857// this is used by identify-like spells so players can influence
2858// the order a bit.
2859void
2860object::splay_marked ()
2861{
2862 if (object *marked = mark ())
2863 splay (marked);
2864}
2865

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