--- deliantra/server/common/object.C 2010/07/02 17:39:23 1.339 +++ deliantra/server/common/object.C 2018/12/05 19:03:26 1.368 @@ -1,24 +1,25 @@ /* * 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 */ @@ -47,13 +48,13 @@ //+GPL -short freearr_x[SIZEOFFREE] = { +int freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 }; -short freearr_y[SIZEOFFREE] = { +int freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, @@ -74,22 +75,22 @@ }; 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" + "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 @@ -150,7 +151,7 @@ uid.seq = ++cur.seq; - if (expect_false (cur.seq >= seq_next_save)) + if (ecb_expect_false (cur.seq >= seq_next_save)) { seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); write_uuid (UUID_GAP, false); @@ -235,14 +236,14 @@ 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... + * 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. */ @@ -276,9 +277,10 @@ { /* 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; @@ -352,15 +354,15 @@ */ } - /* 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 (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 (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) @@ -374,10 +376,10 @@ 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)) @@ -447,12 +449,13 @@ } // adjust weight per container type ("of holding") -static uint32 -weight_adjust_for (object *op, uint32 weight) +static weight_t +weight_adjust_for (object *op, weight_t weight) { - return op->type == CONTAINER - ? weight - weight * op->stats.Str / 100 - : weight; + if (op->type == CONTAINER) + weight -= weight * op->stats.Str / 100; + + return weight; } /* @@ -460,22 +463,22 @@ * and also updates how much the environment(s) is/are carrying. */ static void -adjust_weight (object *op, sint32 sub, sint32 add) +adjust_weight (object *op, weight_t sub, weight_t add) { while (op) { - sint32 ocarrying = op->carrying; + weight_t carrying = (weight_t)op->carrying + - weight_adjust_for (op, sub) + + weight_adjust_for (op, add); - op->carrying -= weight_adjust_for (op, sub); - op->carrying += 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 esrv_update_item (UPD_WEIGHT, pl, op); - sub = ocarrying; - add = op->carrying; - op = op->env; } } @@ -488,7 +491,7 @@ void object::update_weight () { - sint32 sum = 0; + weight_t sum = 0; for (object *op = inv; op; op = op->below) { @@ -600,23 +603,6 @@ this->owner = owner; } -/* 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 @@ -630,36 +616,11 @@ { 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 (); } @@ -669,7 +630,7 @@ 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 @@ -678,10 +639,10 @@ /* 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--; ) + for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) slot[i].used = slot[i].info; attachable::instantiate (); @@ -701,6 +662,17 @@ return neu; } +// update the anhimation frame of an object, but only if it has an animation +// assigned and the frame number if within the animation. +void object::update_anim_frame (int frame) +{ + if (ecb_expect_false (!has_anim () || frame >= anim_frames ())) + return; + + set_anim_frame (frame); + update_object (this, UP_OBJ_FACE); +} + /* * If an object with the IS_TURNABLE() flag needs to be turned due * to the closest player being on the other side, this function can @@ -712,8 +684,7 @@ if (!op->flag [FLAG_IS_TURNABLE] || !op->arch) return; - SET_ANIMATION (op, op->direction); - update_object (op, UP_OBJ_FACE); + op->update_anim_frame (op->direction); } /* @@ -733,7 +704,7 @@ } /* - * update_object() updates the the map. + * update_object() updates the map. * It takes into account invisible objects (and represent squares covered * by invisible objects by whatever is below them (unless it's another * invisible object, etc...) @@ -780,7 +751,7 @@ 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 @@ -795,7 +766,7 @@ || (m.move_off | op->move_off ) != m.move_off || (m.move_slow | op->move_slow) != m.move_slow /* This isn't perfect, but I don't expect a lot of objects to - * have move_allow right now. + * have move_allow right now. */ || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block m.invalidate (); @@ -811,7 +782,7 @@ 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); @@ -832,7 +803,7 @@ { unlink (); - free_key_values (this); + kv.clear (); } void object::link () @@ -885,7 +856,7 @@ /* This function removes object 'op' from the list of active * objects. - * This should only be used for style maps or other such + * This should only be used for style maps or other such * reference maps where you don't want an object that isn't * in play chewing up cpu time getting processed. * The reverse of this is to call update_ob_speed, which @@ -941,7 +912,7 @@ */ if (!drop_to_ground || !map - || map->in_memory != MAP_ACTIVE + || !map->linkable () || map->no_drop || ms ().move_block == MOVE_ALL) { @@ -1048,25 +1019,6 @@ ++free_count; } -static struct freed_map : maptile -{ - freed_map () - : maptile (3, 3) - { - path = ""; - name = "/internal/freed_objects_map"; - no_drop = 1; - no_reset = 1; - - in_memory = MAP_ACTIVE; - } - - ~freed_map () - { - destroy (); - } -} freed_map; // freed objects are moved here to avoid crashes - void object::do_destroy () { @@ -1149,7 +1101,7 @@ if (more) more->remove (); - /* + /* * In this case, the object to be removed is in someones * inventory. */ @@ -1182,14 +1134,14 @@ if (pl && pl->is_player ()) { - if (expect_false (pl->contr->combat_ob == this)) + if (ecb_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)) + if (ecb_expect_false (pl->contr->ranged_ob == this)) { pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE); pl->contr->ranged_ob = 0; @@ -1198,7 +1150,7 @@ pl->contr->queue_stats_update (); - if (expect_false (glow_radius) && pl->is_on_map ()) + if (ecb_expect_false (glow_radius) && pl->is_on_map ()) update_all_los (pl->map, pl->x, pl->y); } } @@ -1242,9 +1194,6 @@ ms.invalidate (); - if (map->in_memory == MAP_SAVING) - return; - int check_walk_off = !flag [FLAG_NO_APPLY]; if (object *pl = ms.player ()) @@ -1388,7 +1337,7 @@ 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 @@ -1467,7 +1416,7 @@ * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last * floor, we want to insert above that and no further. * Also, if there are spell objects on this space, we stop processing - * once we get to them. This reduces the need to traverse over all of + * once we get to them. This reduces the need to traverse over all of * them when adding another one - this saves quite a bit of cpu time * when lots of spells are cast in one area. Currently, it is presumed * that flying non pickable objects are spell objects. @@ -1603,7 +1552,7 @@ } /* this function inserts an object in the map, but if it - * finds an object of its own type, it'll remove that one first. + * finds an object of its own type, it'll remove that one first. * op is the object to insert it under: supplies x and the map. */ void @@ -1645,9 +1594,9 @@ && ms.volume () < m->max_volume)) return true; - if (originator && originator->is_player ()) - originator->contr->failmsgf ( - "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 () ); @@ -1671,7 +1620,7 @@ if (nrof > nr) { - sint64 oweight = total_weight (); + weight_t oweight = total_weight (); nrof -= nr; @@ -1742,7 +1691,7 @@ * This function inserts the object op in the linked list * inside the object environment. * - * The function returns now pointer to inserted item, and return value can + * The function returns now pointer to inserted item, and return value can * be != op, if items are merged. -Tero */ object * @@ -1765,15 +1714,15 @@ /* return the original object and remove inserted object (client prefers the original object) */ - // carring must be 0 for mergable objects - sint64 oweight = tmp->weight * tmp->nrof; + // 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, oweight, tmp->weight * tmp->nrof); + adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof); op->destroy (); op = tmp; @@ -1872,7 +1821,7 @@ return 0; /* The objects have to be checked from top to bottom. - * Hence, we first go to the top: + * Hence, we first go to the top: */ for (object *next, *tmp = ms.top; tmp; tmp = next) { @@ -2066,14 +2015,14 @@ * Note - updated to take an object instead of archetype - this is necessary * because arch_blocked (now ob_blocked) needs to know the movement type * to know if the space in question will block the object. We can't use - * the archetype because that isn't correct if the monster has been + * the archetype because that isn't correct if the monster has been * customized, changed states, etc. */ int 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++) { @@ -2099,7 +2048,7 @@ /* Basically, if we find a wall on a space, we cut down the search size. * In this way, we won't return spaces that are on another side of a wall. - * This mostly work, but it cuts down the search size in all directions - + * This mostly work, but it cuts down the search size in all directions - * if the space being examined only has a wall to the north and empty * spaces in all the other directions, this will reduce the search space * to only the spaces immediately surrounding the target area, and @@ -2139,7 +2088,7 @@ find_first_free_spot (const object *ob, maptile *m, int x, int y) { for (int i = 0; i < SIZEOFFREE; i++) - if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) + if (!ob->blocked (m, x + DIRX (i), y + DIRY (i))) return i; return -1; @@ -2160,7 +2109,7 @@ swap (arr [end], arr [rndm (end + 1)]); } -/* new function to make monster searching more efficient, and effective! +/* new function to make monster searching more efficient, and effective! * This basically returns a randomized array (in the passed pointer) of * the spaces to find monsters. In this way, it won't always look for * monsters to the north first. However, the size of the array passed @@ -2195,7 +2144,7 @@ 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) @@ -2414,8 +2363,8 @@ if (dir < 0) return 0; /* exit condition: invalid direction */ - dx = x + freearr_x[dir]; - dy = y + freearr_y[dir]; + dx = x + DIRX (dir); + dy = y + DIRY (dir); mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); @@ -2456,6 +2405,8 @@ !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); } +//-GPL + /* * create clone from object to another */ @@ -2495,10 +2446,26 @@ 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; @@ -2506,28 +2473,34 @@ } void -object::kv_set (shstr_tmp key, shstr_tmp value) +key_values::add (shstr_tmp key, shstr_tmp value) { - for (key_value *kv = key_values; kv; kv = kv->next) + 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 = 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; @@ -2537,6 +2510,36 @@ } } +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 (); + + return *this; +} + object::depth_iterator::depth_iterator (object *container) : iterator_base (container) { @@ -2628,6 +2631,8 @@ : region::default_region (); } +//+GPL + void object::open_container (object *new_container) { @@ -2694,11 +2699,43 @@ // 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) { - /* cycle through his inventory to look for the MARK we want to - * place + /* cycle through his inventory to look for the MARK we want to + * place */ for (object *tmp = inv; tmp; tmp = tmp->below) if (tmp->type == FORCE && tmp->slaying == name) @@ -2707,8 +2744,6 @@ return 0; } -//-GPL - void object::force_set_timer (int duration) { @@ -2724,7 +2759,7 @@ 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); @@ -2818,3 +2853,13 @@ 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); +} +