--- deliantra/server/common/object.C 2006/09/11 12:08:45 1.27 +++ deliantra/server/common/object.C 2007/01/08 14:11:04 1.112 @@ -1,12 +1,7 @@ - -/* - * static char *rcsid_object_c = - * "$Id: object.C,v 1.27 2006/09/11 12:08:45 root Exp $"; - */ - /* CrossFire, A Multiplayer game for X-windows + Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team Copyright (C) 2001 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen @@ -24,26 +19,28 @@ along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - The authors can be reached via e-mail at crossfire-devel@real-time.com + The authors can be reached via e-mail at */ /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. sub/add_weight will transcend the environment updating the carrying variable. */ #include -#ifndef WIN32 /* ---win32 exclude headers */ -# include -# include -# include -#endif /* win32 */ +#include +#include +#include #include #include -#include #include + +#include + int nrofallocobjects = 0; +static UUID uuid; +const uint64 UUID_SKIP = 1<<19; -object *objects; /* Pointer to the list of used objects */ -object *active_objects; /* List of active objects that need to be processed */ +objectvec objects; +activevec actives; short 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 @@ -59,6 +56,83 @@ 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 }; +static void +write_uuid (void) +{ + char filename1[MAX_BUF], filename2[MAX_BUF]; + + sprintf (filename1, "%s/uuid", settings.localdir); + sprintf (filename2, "%s/uuid~", settings.localdir); + + FILE *fp; + + if (!(fp = fopen (filename2, "w"))) + { + LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2); + return; + } + + fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2); + fclose (fp); + rename (filename2, filename1); +} + +static void +read_uuid (void) +{ + char filename[MAX_BUF]; + + sprintf (filename, "%s/uuid", settings.localdir); + + FILE *fp; + + if (!(fp = fopen (filename, "r"))) + { + if (errno == ENOENT) + { + LOG (llevInfo, "RESET uid to 1\n"); + uuid.seq = 0; + write_uuid (); + return; + } + + LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); + _exit (1); + } + + int version; + unsigned long long uid; + if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) + { + LOG (llevError, "FATAL: error reading uid from %s!\n", filename); + _exit (1); + } + + uuid.seq = uid; + write_uuid (); + LOG (llevDebug, "read UID: %" PRId64 "\n", uid); + fclose (fp); +} + +UUID +gen_uuid () +{ + UUID uid; + + uid.seq = ++uuid.seq; + + if (!(uuid.seq & (UUID_SKIP - 1))) + write_uuid (); + + return uid; +} + +void +init_uuid () +{ + read_uuid (); +} + /* Returns TRUE if every key_values in wants has a partner with the same value in has. */ static int compare_ob_value_lists_one (const object *wants, const object *has) @@ -71,7 +145,7 @@ */ /* For each field in wants, */ - for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) + for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) { key_value *has_field; @@ -115,21 +189,22 @@ * replaces - this is mostly for clarity - a decent compiler should hopefully * reduce this to the same efficiency. * - * Check nrof variable *before* calling CAN_MERGE() + * Check nrof variable *before* calling can_merge() * * Improvements made with merge: Better checking on potion, and also * check weight */ - -bool object::can_merge (object *ob1, object *ob2) +bool object::can_merge_slow (object *ob1, object *ob2) { /* A couple quicksanity checks */ - if ((ob1 == ob2) || (ob1->type != ob2->type)) - return 0; - - if (ob1->speed != ob2->speed) + if (ob1 == ob2 + || ob1->type != ob2->type + || ob1->speed != ob2->speed + || ob1->value != ob2->value + || ob1->name != ob2->name) return 0; + //TODO: this ain't working well, use nicer and correct overflow check /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that * value could not be stored in a sint32 (which unfortunately sometimes is * used to store nrof). @@ -149,37 +224,31 @@ if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) SET_FLAG (ob2, FLAG_BEEN_APPLIED); - - /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something - * being locked in inventory should prevent merging. - * 0x4 in flags3 is CLIENT_SENT - */ - if ((ob1->arch != ob2->arch) || - (ob1->flags[0] != ob2->flags[0]) || - (ob1->flags[1] != ob2->flags[1]) || - ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) || - ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || - (ob1->name != ob2->name) || - (ob1->title != ob2->title) || - (ob1->msg != ob2->msg) || - (ob1->weight != ob2->weight) || - (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || - (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || - (ob1->attacktype != ob2->attacktype) || - (ob1->magic != ob2->magic) || - (ob1->slaying != ob2->slaying) || - (ob1->skill != ob2->skill) || - (ob1->value != ob2->value) || - (ob1->animation_id != ob2->animation_id) || - (ob1->client_type != ob2->client_type) || - (ob1->materialname != ob2->materialname) || - (ob1->lore != ob2->lore) || - (ob1->subtype != ob2->subtype) || - (ob1->move_type != ob2->move_type) || - (ob1->move_block != ob2->move_block) || - (ob1->move_allow != ob2->move_allow) || - (ob1->move_on != ob2->move_on) || - (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) + if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () + || ob1->arch != ob2->arch + || ob1->name != ob2->name + || ob1->title != ob2->title + || ob1->msg != ob2->msg + || ob1->weight != ob2->weight + || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) + || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) ) + || ob1->attacktype != ob2->attacktype + || ob1->magic != ob2->magic + || ob1->slaying != ob2->slaying + || ob1->skill != ob2->skill + || ob1->value != ob2->value + || ob1->animation_id != ob2->animation_id + || ob1->client_type != ob2->client_type + || ob1->materialname != ob2->materialname + || ob1->lore != ob2->lore + || ob1->subtype != ob2->subtype + || ob1->move_type != ob2->move_type + || ob1->move_block != ob2->move_block + || ob1->move_allow != ob2->move_allow + || ob1->move_on != ob2->move_on + || ob1->move_off != ob2->move_off + || ob1->move_slow != ob2->move_slow + || ob1->move_slow_penalty != ob2->move_slow_penalty) return 0; /* This is really a spellbook check - really, we should @@ -192,7 +261,7 @@ return 0; /* Now check to see if the two inventory objects could merge */ - if (!CAN_MERGE (ob1->inv, ob2->inv)) + if (!object::can_merge (ob1->inv, ob2->inv)) return 0; /* inventory ok - still need to check rest of this object to see @@ -211,15 +280,15 @@ * be animated or have a very low speed. Is this an attempted monster * check? */ - if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) + if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) return 0; switch (ob1->type) { - case SCROLL: - if (ob1->level != ob2->level) - return 0; - break; + case SCROLL: + if (ob1->level != ob2->level) + return 0; + break; } if (ob1->key_values != NULL || ob2->key_values != NULL) @@ -251,10 +320,10 @@ * an object is carrying. It goes through in figures out how much * containers are carrying, and sums it up. */ -signed long +long sum_weight (object *op) { - signed long sum; + long sum; object *inv; for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) @@ -263,10 +332,13 @@ sum_weight (inv); sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); } + if (op->type == CONTAINER && op->stats.Str) sum = (sum * (100 - op->stats.Str)) / 100; + if (op->carrying != sum) op->carrying = sum; + return sum; } @@ -283,102 +355,20 @@ } /* - * Eneq(@csd.uu.se): Since we can have items buried in a character we need - * a better check. We basically keeping traversing up until we can't - * or find a player. - */ - -object * -is_player_inv (object *op) -{ - for (; op != NULL && op->type != PLAYER; op = op->env) - if (op->env == op) - op->env = NULL; - return op; -} - -/* * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. * Some error messages. * The result of the dump is stored in the static global errmsg array. */ -void -dump_object2 (object *op) -{ - errmsg[0] = 0; - return; - //TODO//D#d# -#if 0 - char *cp; - -/* object *tmp;*/ - - if (op->arch != NULL) - { - strcat (errmsg, "arch "); - strcat (errmsg, op->arch->name ? op->arch->name : "(null)"); - strcat (errmsg, "\n"); - if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL) - strcat (errmsg, cp); -# if 0 - /* Don't dump player diffs - they are too long, mostly meaningless, and - * will overflow the buffer. - * Changed so that we don't dump inventory either. This may - * also overflow the buffer. - */ - if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL) - strcat (errmsg, cp); - for (tmp = op->inv; tmp; tmp = tmp->below) - dump_object2 (tmp); -# endif - strcat (errmsg, "end\n"); - } - else - { - strcat (errmsg, "Object "); - if (op->name == NULL) - strcat (errmsg, "(null)"); - else - strcat (errmsg, op->name); - strcat (errmsg, "\n"); -# if 0 - if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL) - strcat (errmsg, cp); - for (tmp = op->inv; tmp; tmp = tmp->below) - dump_object2 (tmp); -# endif - strcat (errmsg, "end\n"); - } -#endif -} - -/* - * Dumps an object. Returns output in the static global errmsg array. - */ - -void +char * dump_object (object *op) { - if (op == NULL) - { - strcpy (errmsg, "[NULL pointer]"); - return; - } - errmsg[0] = '\0'; - dump_object2 (op); -} - -void -dump_all_objects (void) -{ - object *op; + if (!op) + return strdup ("[NULLOBJ]"); - for (op = objects; op != NULL; op = op->next) - { - dump_object (op); - fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg); - } + object_freezer freezer; + save_object (freezer, op, 1); + return freezer.as_string (); } /* @@ -404,16 +394,14 @@ /* * Returns the object which has the count-variable equal to the argument. */ - object * find_object (tag_t i) { - object *op; + for_all_objects (op) + if (op->count == i) + return op; - for (op = objects; op != NULL; op = op->next) - if (op->count == i) - break; - return op; + return 0; } /* @@ -421,15 +409,14 @@ * Used only by the patch command, but not all that useful. * Enables features like "patch food 999" */ - object * find_object_name (const char *str) { - const char *name = shstr::find (str); + shstr_cmp str_ (str); object *op; - for (op = objects; op != NULL; op = op->next) - if (&op->name == name) + for_all_objects (op) + if (op->name == str_) break; return op; @@ -442,51 +429,13 @@ } /* - * Returns the object which this object marks as being the owner. - * A id-scheme is used to avoid pointing to objects which have been - * freed and are now reused. If this is detected, the owner is - * set to NULL, and NULL is returned. - * Changed 2004-02-12 - if the player is setting at the play again - * prompt, he is removed, and we don't want to treat him as an owner of - * anything, so check removed flag. I don't expect that this should break - * anything - once an object is removed, it is basically dead anyways. - */ - -object * -get_owner (object *op) -{ - if (op->owner == NULL) - return NULL; - - if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount) - return op->owner; - - op->owner = NULL; - op->ownercount = 0; - return NULL; -} - -void -clear_owner (object *op) -{ - if (!op) - return; - - if (op->owner && op->ownercount == op->owner->count) - op->owner->refcount--; - - op->owner = NULL; - op->ownercount = 0; -} - -/* * Sets the owner and sets the skill and exp pointers to owner's current * skill and experience objects. */ void -set_owner (object *op, object *owner) +object::set_owner (object *owner) { - if (owner == NULL || op == NULL) + if (!owner) return; /* next line added to allow objects which own objects */ @@ -496,48 +445,10 @@ * freed and then another object replacing it. Since the ownercounts * didn't match, this check is valid and I believe that cause is valid. */ - while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) + while (owner->owner) owner = owner->owner; - /* IF the owner still has an owner, we did not resolve to a final owner. - * so lets not add to that. - */ - if (owner->owner) - return; - - op->owner = owner; - - op->ownercount = owner->count; - owner->refcount++; -} - -/* Set the owner to clone's current owner and set the skill and experience - * objects to clone's objects (typically those objects that where the owner's - * current skill and experience objects at the time when clone's owner was - * set - not the owner's current skill and experience objects). - * - * Use this function if player created an object (e.g. fire bullet, swarm - * spell), and this object creates further objects whose kills should be - * accounted for the player's original skill, even if player has changed - * skills meanwhile. - */ -void -copy_owner (object *op, object *clone) -{ - object *owner = get_owner (clone); - - if (owner == NULL) - { - /* players don't have owners - they own themselves. Update - * as appropriate. - */ - if (clone->type == PLAYER) - owner = clone; - else - return; - } - - set_owner (op, owner); + this->owner = owner; } /* Zero the key_values on op, decrementing the shared-string @@ -557,105 +468,40 @@ op->key_values = 0; } -void object::clear () -{ - attachable_base::clear (); - - free_key_values (this); - - clear_owner (this); - - name = 0; - name_pl = 0; - title = 0; - race = 0; - slaying = 0; - skill = 0; - msg = 0; - lore = 0; - custom_name = 0; - materialname = 0; - - memset (static_cast < object_pod * >(this), 0, sizeof (object_pod)); - - SET_FLAG (this, FLAG_REMOVED); -} - -void object::clone (object *destination) -{ - *(object_copy *) destination = *this; - *(object_pod *) destination = *this; - - if (self || cb) - INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); -} - -/* - * clear_object() frees everything allocated by an object, and also - * clears all variables and flags to default settings. - */ - -void -clear_object (object *op) -{ - op->clear (); - - op->contr = NULL; - op->below = NULL; - op->above = NULL; - op->inv = NULL; - op->container = NULL; - op->env = NULL; - op->more = NULL; - op->head = NULL; - op->map = NULL; - op->refcount = 0; - op->active_next = NULL; - op->active_prev = NULL; - /* What is not cleared is next, prev, and count */ - - op->expmul = 1.0; - op->face = blank_face; - op->attacked_by_count = -1; - - if (settings.casting_time) - op->casting_time = -1; -} - /* - * copy object first frees everything allocated by the second object, - * and then copies the contends of the first object into the second + * copy_to first frees everything allocated by the dst object, + * and then copies the contents of itself into the second * object, allocating what needs to be allocated. Basically, any * data that is malloc'd needs to be re-malloc/copied. Otherwise, * if the first object is freed, the pointers in the new object * will point at garbage. */ - void -copy_object (object *op2, object *op) +object::copy_to (object *dst) { - bool is_freed = QUERY_FLAG (op, FLAG_FREED); - bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); + bool is_freed = QUERY_FLAG (dst, FLAG_FREED); + bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); - op2->clone (op); + *(object_copy *)dst = *this; if (is_freed) - SET_FLAG (op, FLAG_FREED); + SET_FLAG (dst, FLAG_FREED); + if (is_removed) - SET_FLAG (op, FLAG_REMOVED); + SET_FLAG (dst, FLAG_REMOVED); - if (op2->speed < 0) - op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; + if (speed < 0) + dst->speed_left = speed_left - RANDOM () % 200 / 100.0; /* Copy over key_values, if any. */ - if (op2->key_values) + if (key_values) { key_value *tail = 0; key_value *i; - op->key_values = 0; + dst->key_values = 0; - for (i = op2->key_values; i; i = i->next) + for (i = key_values; i; i = i->next) { key_value *new_link = new key_value; @@ -664,9 +510,9 @@ new_link->value = i->value; /* Try and be clever here, too. */ - if (!op->key_values) + if (!dst->key_values) { - op->key_values = new_link; + dst->key_values = new_link; tail = new_link; } else @@ -677,7 +523,15 @@ } } - update_ob_speed (op); + dst->set_speed (dst->speed); +} + +object * +object::clone () +{ + object *neu = create (); + copy_to (neu); + return neu; } /* @@ -685,12 +539,12 @@ * to the closest player being on the other side, this function can * be called to update the face variable, _and_ how it looks on the map. */ - void update_turn_face (object *op) { - if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) + if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) return; + SET_ANIMATION (op, op->direction); update_object (op, UP_OBJ_FACE); } @@ -700,98 +554,25 @@ * value, or vice versa, then add/remove the object from the active list. * This function needs to be called whenever the speed of an object changes. */ - void -update_ob_speed (object *op) +object::set_speed (float speed) { - extern int arch_init; - - /* No reason putting the archetypes objects on the speed list, - * since they never really need to be updated. - */ - - if (QUERY_FLAG (op, FLAG_FREED) && op->speed) + if (flag [FLAG_FREED] && speed) { - LOG (llevError, "Object %s is freed but has speed.\n", &op->name); -#ifdef MANY_CORES - abort (); -#else - op->speed = 0; -#endif + LOG (llevError, "Object %s is freed but has speed.\n", &name); + speed = 0; } - if (arch_init) - { - return; - } - if (FABS (op->speed) > MIN_ACTIVE_SPEED) - { - /* If already on active list, don't do anything */ - if (op->active_next || op->active_prev || op == active_objects) - return; - /* process_events() expects us to insert the object at the beginning - * of the list. */ - op->active_next = active_objects; - if (op->active_next != NULL) - op->active_next->active_prev = op; - active_objects = op; - } - else - { - /* If not on the active list, nothing needs to be done */ - if (!op->active_next && !op->active_prev && op != active_objects) - return; + this->speed = speed; - if (op->active_prev == NULL) - { - active_objects = op->active_next; - if (op->active_next != NULL) - op->active_next->active_prev = NULL; - } - else - { - op->active_prev->active_next = op->active_next; - if (op->active_next) - op->active_next->active_prev = op->active_prev; - } - op->active_next = NULL; - op->active_prev = NULL; - } -} - -/* This function removes object 'op' from the list of active - * objects. - * 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 - * will do the right thing based on the speed of the object. - */ -void -remove_from_active_list (object *op) -{ - /* If not on the active list, nothing needs to be done */ - if (!op->active_next && !op->active_prev && op != active_objects) - return; - - if (op->active_prev == NULL) - { - active_objects = op->active_next; - if (op->active_next != NULL) - op->active_next->active_prev = NULL; - } + if (has_active_speed ()) + activate (); else - { - op->active_prev->active_next = op->active_next; - if (op->active_next) - op->active_next->active_prev = op->active_prev; - } - op->active_next = NULL; - op->active_prev = NULL; + deactivate (); } /* - * update_object() updates the array which represents the map. + * update_object() updates the 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...) @@ -800,10 +581,6 @@ * updating that window, though, since update_object() is called _often_) * * action is a hint of what the caller believes need to be done. - * For example, if the only thing that has changed is the face (due to - * an animation), we don't need to call update_position until that actually - * comes into view of a player. OTOH, many other things, like addition/removal - * of walls or living creatures may need us to update the flags now. * current action are: * UP_OBJ_INSERT: op was inserted * UP_OBJ_REMOVE: op was removed @@ -811,11 +588,9 @@ * as that is easier than trying to look at what may have changed. * UP_OBJ_FACE: only the objects face has changed. */ - void update_object (object *op, int action) { - int update_now = 0, flags; MoveType move_on, move_off, move_block, move_slow; if (op == NULL) @@ -825,7 +600,7 @@ return; } - if (op->env != NULL) + if (op->env) { /* Animation is currently handled by client, so nothing * to do in this case. @@ -840,7 +615,7 @@ return; /* make sure the object is within map boundaries */ - if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) + if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) { LOG (llevError, "update_object() called for object out of map!\n"); #ifdef MANY_CORES @@ -849,80 +624,45 @@ return; } - flags = GET_MAP_FLAGS (op->map, op->x, op->y); - SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE); - move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); - move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); - move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); - move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y); - - if (action == UP_OBJ_INSERT) - { - if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) - update_now = 1; - - if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) - update_now = 1; - - if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) - update_now = 1; - - if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) - update_now = 1; - - if (op->type == SAFE_GROUND && !(flags & P_SAFE)) - update_now = 1; - - if ((move_on | op->move_on) != move_on) - update_now = 1; + mapspace &m = op->ms (); - if ((move_off | op->move_off) != move_off) - update_now = 1; - - /* This isn't perfect, but I don't expect a lot of objects to - * to have move_allow right now. - */ - if (((move_block | op->move_block) & ~op->move_allow) != move_block) - update_now = 1; - - if ((move_slow | op->move_slow) != move_slow) - update_now = 1; - } - /* if the object is being removed, we can't make intelligent - * decisions, because remove_ob can't really pass the object - * that is being removed. - */ + if (!(m.flags_ & P_UPTODATE)) + /* nop */; + else if (action == UP_OBJ_INSERT) + { + // 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)) + || (op->type == 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)) + || (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 + /* This isn't perfect, but I don't expect a lot of objects to + * to have move_allow right now. + */ + || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block + || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) + m.flags_ = 0; + } + /* if the object is being removed, we can't make intelligent + * decisions, because remove_ob can't really pass the object + * that is being removed. + */ else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) - update_now = 1; + m.flags_ = 0; else if (action == UP_OBJ_FACE) - /* Nothing to do for that case */; + /* Nothing to do for that case */ ; else LOG (llevError, "update_object called with invalid action: %d\n", action); - if (update_now) - { - SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); - update_position (op->map, op->x, op->y); - } - - if (op->more != NULL) + if (op->more) update_object (op->more, action); } -static unordered_vector mortals; -static std::vector freed; - -void object::free_mortals () -{ - for (unordered_vector::iterator i = mortals.begin (); i != mortals.end (); ) - if (!(*i)->refcount) - { - freed.push_back (*i); - mortals.erase (i); - } - else - ++i; -} +object *object::first; object::object () { @@ -930,7 +670,6 @@ expmul = 1.0; face = blank_face; - attacked_by_count = -1; } object::~object () @@ -938,179 +677,224 @@ free_key_values (this); } +static int object_count; + void object::link () { - count = ++ob_count; + assert (!index);//D + uuid = gen_uuid (); + count = ++object_count; - prev = 0; - next = objects; + refcnt_inc (); + objects.insert (this); +} + +void object::unlink () +{ + assert (index);//D + objects.erase (this); + refcnt_dec (); +} - if (objects) - objects->prev = this; +void +object::activate () +{ + /* If already on active list, don't do anything */ + if (active) + return; - objects = this; + if (has_active_speed ()) + actives.insert (this); } -void object::unlink () +void +object::activate_recursive () { - count = 0; + activate (); - /* Remove this object from the list of used objects */ - if (prev) - { - prev->next = next; - prev = 0; - } + for (object *op = inv; op; op = op->below) + op->activate_recursive (); +} - if (next) - { - next->prev = prev; - next = 0; - } +/* This function removes object 'op' from the list of active + * objects. + * 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 + * will do the right thing based on the speed of the object. + */ +void +object::deactivate () +{ + /* If not on the active list, nothing needs to be done */ + if (!active) + return; - if (this == objects) - objects = next; + actives.erase (this); } -object *object::create () +void +object::deactivate_recursive () { - object *op; + for (object *op = inv; op; op = op->below) + op->deactivate_recursive (); - if (freed.empty ()) - op = new object; - else + deactivate (); +} + +void +object::set_flag_inv (int flag, int value) +{ + for (object *op = inv; op; op = op->below) { - // highly annoying, but the only way to get it stable right now - op = freed.back (); freed.pop_back (); - op->~object (); - new ((void *)op) object; + op->flag [flag] = value; + op->set_flag_inv (flag, value); } - - op->link (); - return op; } /* - * free_object() frees everything allocated by an object, removes - * it from the list of used objects, and puts it on the list of - * free objects. The IS_FREED() flag is set in the object. - * The object must have been removed by remove_ob() first for - * this function to succeed. - * - * If free_inventory is set, free inventory as well. Else drop items in - * inventory to the ground. + * Remove and free all objects in the inventory of the given object. + * object.c ? */ -void object::free (bool free_inventory) +void +object::destroy_inv (bool drop_to_ground) { - if (!QUERY_FLAG (this, FLAG_REMOVED)) - { - LOG (llevDebug, "Free object called with non removed object\n"); - dump_object (this); -#ifdef MANY_CORES - abort (); -#endif - } + // need to check first, because the checks below might segfault + // as we might be on an invalid mapspace and crossfire code + // is too buggy to ensure that the inventory is empty. + // corollary: if you create arrows etc. with stuff in tis inventory, + // cf will crash below with off-map x and y + if (!inv) + return; - if (QUERY_FLAG (this, FLAG_FRIENDLY)) + /* Only if the space blocks everything do we not process - + * if some form of movement is allowed, let objects + * drop on that space. + */ + if (!drop_to_ground + || !map + || map->in_memory != MAP_IN_MEMORY + || ms ().move_block == MOVE_ALL) { - LOG (llevMonster, "Warning: tried to free friendly object.\n"); - remove_friendly_object (this); + while (inv) + { + inv->destroy_inv (drop_to_ground); + inv->destroy (); + } } + else + { /* Put objects in inventory onto this space */ + while (inv) + { + object *op = inv; - if (QUERY_FLAG (this, FLAG_FREED)) - { - dump_object (this); - LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); - return; + if (op->flag [FLAG_STARTEQUIP] + || op->flag [FLAG_NO_DROP] + || op->type == RUNE + || op->type == TRAP + || op->flag [FLAG_IS_A_TEMPLATE] + || op->flag [FLAG_DESTROY_ON_DEATH]) + op->destroy (); + else + map->insert (op, x, y); + } } +} - if (more) - { - more->free (free_inventory); - more = 0; - } +object *object::create () +{ + object *op = new object; + op->link (); + return op; +} - if (inv) - { - /* Only if the space blocks everything do we not process - - * if some form of movement is allowed, let objects - * drop on that space. - */ - if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)) - { - object * - op = inv; +void +object::do_destroy () +{ + attachable::do_destroy (); - while (op) - { - object * - tmp = op->below; + if (flag [FLAG_IS_LINKED]) + remove_button_link (this); - remove_ob (op); - op->free (free_inventory); - op = tmp; - } - } - else - { /* Put objects in inventory onto this space */ - object * - op = inv; + if (flag [FLAG_FRIENDLY]) + remove_friendly_object (this); - while (op) - { - object * - tmp = op->below; + if (!flag [FLAG_REMOVED]) + remove (); - remove_ob (op); + destroy_inv (true); - if (QUERY_FLAG (op, FLAG_STARTEQUIP) - || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) - free_object (op); - else - { - op->x = x; - op->y = y; - insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ - } + deactivate (); + unlink (); - op = tmp; - } - } - } + flag [FLAG_FREED] = 1; - clear_owner (this); + // hack to ensure that freed objects still have a valid map + { + static maptile *freed_map; // freed objects are moved here to avoid crashes - /* Remove object from the active list */ - speed = 0; - update_ob_speed (this); + if (!freed_map) + { + freed_map = new maptile; - unlink (); + freed_map->name = "/internal/freed_objects_map"; + freed_map->width = 3; + freed_map->height = 3; + + freed_map->alloc (); + freed_map->in_memory = MAP_IN_MEMORY; + } + + map = freed_map; + x = 1; + y = 1; + } + + head = 0; - SET_FLAG (this, FLAG_FREED); + if (more) + { + more->destroy (); + more = 0; + } - mortals.push_back (this); + // clear those pointers that likely might have circular references to us + owner = 0; + enemy = 0; + attacked_by = 0; +} + +void +object::destroy (bool destroy_inventory) +{ + if (destroyed ()) + return; + + if (destroy_inventory) + destroy_inv (false); + + attachable::destroy (); } /* * sub_weight() recursively (outwards) subtracts a number from the * weight of an object (and what is carried by it's environment(s)). */ - void sub_weight (object *op, signed long weight) { while (op != NULL) { if (op->type == CONTAINER) - { - weight = (signed long) (weight * (100 - op->stats.Str) / 100); - } + weight = (signed long) (weight * (100 - op->stats.Str) / 100); + op->carrying -= weight; op = op->env; } } -/* remove_ob(op): +/* op->remove (): * This function removes the object op from the linked list of objects * which it is currently tied to. When this function is done, the * object will have no environment. If the object previously had an @@ -1118,198 +902,154 @@ * the previous environment. * Beware: This function is called from the editor as well! */ - void -remove_ob (object *op) +object::remove () { - object *tmp, *last = NULL; + object *tmp, *last = 0; object *otmp; - tag_t tag; - int check_walk_off; - mapstruct *m; - - sint16 x, y; - - if (QUERY_FLAG (op, FLAG_REMOVED)) - { - dump_object (op); - LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg); - - /* Changed it to always dump core in this case. As has been learned - * in the past, trying to recover from errors almost always - * make things worse, and this is a real error here - something - * that should not happen. - * Yes, if this was a mission critical app, trying to do something - * to recover may make sense, but that is because failure of the app - * may have other disastrous problems. Cf runs out of a script - * so is easily enough restarted without any real problems. - * MSW 2001-07-01 - */ - abort (); - } + if (QUERY_FLAG (this, FLAG_REMOVED)) + return; - if (op->more != NULL) - remove_ob (op->more); + SET_FLAG (this, FLAG_REMOVED); + INVOKE_OBJECT (REMOVE, this); - SET_FLAG (op, FLAG_REMOVED); + if (more) + more->remove (); /* * In this case, the object to be removed is in someones * inventory. */ - if (op->env != NULL) + if (env) { - if (op->nrof) - sub_weight (op->env, op->weight * op->nrof); + if (nrof) + sub_weight (env, weight * nrof); else - sub_weight (op->env, op->weight + op->carrying); + sub_weight (env, weight + carrying); /* NO_FIX_PLAYER is set when a great many changes are being * made to players inventory. If set, avoiding the call * to save cpu time. */ - if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) - fix_player (otmp); + if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) + otmp->update_stats (); - if (op->above != NULL) - op->above->below = op->below; + if (above) + above->below = below; else - op->env->inv = op->below; + env->inv = below; - if (op->below != NULL) - op->below->above = op->above; + if (below) + below->above = above; /* we set up values so that it could be inserted into * the map, but we don't actually do that - it is up * to the caller to decide what we want to do. */ - op->x = op->env->x, op->y = op->env->y; - op->map = op->env->map; - op->above = NULL, op->below = NULL; - op->env = NULL; - return; - } - - /* If we get here, we are removing it from a map */ - if (op->map == NULL) - return; - - x = op->x; - y = op->y; - m = get_map_from_coord (op->map, &x, &y); - - if (!m) - { - LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", - op->map->path, op->x, op->y); - /* in old days, we used to set x and y to 0 and continue. - * it seems if we get into this case, something is probablye - * screwed up and should be fixed. - */ - abort (); + x = env->x, y = env->y; + map = env->map; + above = 0, below = 0; + env = 0; } - if (op->map != m) - { - LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", - op->map->path, m->path, op->x, op->y, x, y); - } - - /* Re did the following section of code - it looks like it had - * lots of logic for things we no longer care about - */ - - /* link the object above us */ - if (op->above) - op->above->below = op->below; - else - SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ - - /* Relink the object below us, if there is one */ - if (op->below) - op->below->above = op->above; - else + else if (map) { - /* Nothing below, which means we need to relink map object for this space - * use translated coordinates in case some oddness with map tiling is - * evident - */ - if (GET_MAP_OB (m, x, y) != op) + if (type == PLAYER) { - dump_object (op); - LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", - errmsg); - dump_object (GET_MAP_OB (m, x, y)); - LOG (llevError, "%s\n", errmsg); + --map->players; + map->touch (); } - SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ - } - - op->above = NULL; - op->below = NULL; - - if (op->map->in_memory == MAP_SAVING) - return; - - tag = op->count; - check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); + map->dirty = true; - for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) - { - /* No point updating the players look faces if he is the object - * being removed. - */ + /* link the object above us */ + if (above) + above->below = below; + else + map->at (x, y).top = below; /* we were top, set new top */ - if (tmp->type == PLAYER && tmp != op) + /* Relink the object below us, if there is one */ + if (below) + below->above = above; + else { - /* If a container that the player is currently using somehow gets - * removed (most likely destroyed), update the player view - * appropriately. + /* Nothing below, which means we need to relink map object for this space + * use translated coordinates in case some oddness with map tiling is + * evident */ - if (tmp->container == op) + if (GET_MAP_OB (map, x, y) != this) { - CLEAR_FLAG (op, FLAG_APPLIED); - tmp->container = NULL; + char *dump = dump_object (this); + LOG (llevError, + "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); + free (dump); + dump = dump_object (GET_MAP_OB (map, x, y)); + LOG (llevError, "%s\n", dump); + free (dump); } - tmp->contr->socket.update_look = 1; + map->at (x, y).bot = above; /* goes on above it. */ } - /* See if player moving off should effect something */ - if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) + + above = 0; + below = 0; + + if (map->in_memory == MAP_SAVING) + return; + + int check_walk_off = !flag [FLAG_NO_APPLY]; + + for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) { - move_apply (tmp, op, NULL); + /* No point updating the players look faces if he is the object + * being removed. + */ - if (was_destroyed (op, tag)) + if (tmp->type == PLAYER && tmp != this) { - LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); + /* If a container that the player is currently using somehow gets + * removed (most likely destroyed), update the player view + * appropriately. + */ + if (tmp->container == this) + { + flag [FLAG_APPLIED] = 0; + tmp->container = 0; + } + + if (tmp->contr->ns) + tmp->contr->ns->floorbox_update (); } - } - /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ + /* See if object moving off should effect something */ + if (check_walk_off + && ((move_type & tmp->move_off) + && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) + { + move_apply (tmp, this, 0); - if (tmp->above == tmp) - tmp->above = NULL; + if (destroyed ()) + LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); + } - last = tmp; - } + /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ + //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp) + if (tmp->above == tmp) + tmp->above = 0; + + last = tmp; + } - /* last == NULL of there are no objects on this space */ - if (last == NULL) - { - /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, - * we could preserve the flags (GET_MAP_FLAGS), but update_position figures - * those out anyways, and if there are any flags set right now, they won't - * be correct anyways. - */ - SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE); - update_position (op->map, op->x, op->y); - } - else - update_object (last, UP_OBJ_REMOVE); + /* last == NULL if there are no objects on this space */ + //TODO: this makes little sense, why only update the topmost object? + if (!last) + map->at (x, y).flags_ = 0; + else + update_object (last, UP_OBJ_REMOVE); - if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) - update_all_los (op->map, op->x, op->y); + if (flag [FLAG_BLOCKSVIEW] || glow_radius) + update_all_los (map, x, y); + } } /* @@ -1320,30 +1060,33 @@ * If top is NULL, it is calculated. * Returns pointer to object if it succeded in the merge, otherwise NULL */ - object * merge_ob (object *op, object *top) { if (!op->nrof) return 0; - if (top == NULL) - for (top = op; top != NULL && top->above != NULL; top = top->above); - for (; top != NULL; top = top->below) + + if (top) + for (top = op; top && top->above; top = top->above) + ; + + for (; top; top = top->below) { if (top == op) continue; - if (CAN_MERGE (op, top)) + + if (object::can_merge (op, top)) { top->nrof += op->nrof; /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ op->weight = 0; /* Don't want any adjustements now */ - remove_ob (op); - free_object (op); + op->destroy (); return top; } } - return NULL; + + return 0; } /* @@ -1351,18 +1094,14 @@ * job preparing multi-part monsters */ object * -insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) +insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) { - object * - tmp; - - if (op->head) - op = op->head; - for (tmp = op; tmp; tmp = tmp->more) + for (object *tmp = op->head_ (); tmp; tmp = tmp->more) { tmp->x = x + tmp->arch->clone.x; tmp->y = y + tmp->arch->clone.y; } + return insert_ob_in_map (op, m, originator, flag); } @@ -1386,9 +1125,8 @@ * NULL if 'op' was destroyed * just 'op' otherwise */ - object * -insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) +insert_ob_in_map (object *op, maptile *m, object *originator, int flag) { object *tmp, *top, *floor = NULL; sint16 x, y; @@ -1399,17 +1137,18 @@ return NULL; } - if (m == NULL) + if (!m) { - dump_object (op); - LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); + char *dump = dump_object (op); + LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); + free (dump); return op; } if (out_of_map (m, op->x, op->y)) { - dump_object (op); - LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); + char *dump = dump_object (op); + LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); #ifdef MANY_CORES /* Better to catch this here, as otherwise the next use of this object * is likely to cause a crash. Better to find out where it is getting @@ -1417,26 +1156,28 @@ */ abort (); #endif + free (dump); return op; } if (!QUERY_FLAG (op, FLAG_REMOVED)) { - dump_object (op); - LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); + char *dump = dump_object (op); + LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); + free (dump); return op; } - if (op->more != NULL) + if (op->more) { /* The part may be on a different map. */ object *more = op->more; - /* We really need the caller to normalize coordinates - if + /* We really need the caller to normalise coordinates - if * we set the map, that doesn't work if the location is within * a map and this is straddling an edge. So only if coordinate - * is clear wrong do we normalize it. + * is clear wrong do we normalise it. */ if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) more->map = get_map_from_coord (m, &more->x, &more->y); @@ -1453,7 +1194,7 @@ if (!op->head) LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); - return NULL; + return 0; } } @@ -1470,12 +1211,11 @@ /* this has to be done after we translate the coordinates. */ if (op->nrof && !(flag & INS_NO_MERGE)) - for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) - if (CAN_MERGE (op, tmp)) + for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) + if (object::can_merge (op, tmp)) { op->nrof += tmp->nrof; - remove_ob (tmp); - free_object (tmp); + tmp->destroy (); } CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ @@ -1498,7 +1238,7 @@ if (op->below) op->below->above = op; else - SET_MAP_OB (op->map, op->x, op->y, op); + op->ms ().bot = op; /* since *below* originator, no need to update top */ originator->below = op; @@ -1508,7 +1248,7 @@ /* If there are other objects, then */ if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) { - object *last = NULL; + object *last = 0; /* * If there are multiple objects on this space, we do some trickier handling. @@ -1522,8 +1262,7 @@ * when lots of spells are cast in one area. Currently, it is presumed * that flying non pickable objects are spell objects. */ - - while (top != NULL) + while (top) { if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) floor = top; @@ -1554,7 +1293,7 @@ * stacking is a bit odd. */ if (!(flag & INS_ON_TOP) && - (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) + (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) { for (last = top; last != floor; last = last->below) if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) @@ -1586,8 +1325,8 @@ if (op->above) op->above->below = op; - op->below = NULL; - SET_MAP_OB (op->map, op->x, op->y, op); + op->below = 0; + op->ms ().bot = op; } else { /* get inserted into the stack above top */ @@ -1600,20 +1339,26 @@ top->above = op; } - if (op->above == NULL) - SET_MAP_TOP (op->map, op->x, op->y, op); + if (!op->above) + op->ms ().top = op; } /* else not INS_BELOW_ORIGINATOR */ if (op->type == PLAYER) - op->contr->do_los = 1; + { + op->contr->do_los = 1; + ++op->map->players; + op->map->touch (); + } + + op->map->dirty = true; /* If we have a floor, we know the player, if any, will be above * it, so save a few ticks and start from there. */ if (!(flag & INS_MAP_LOAD)) - for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) - if (tmp->type == PLAYER) - tmp->contr->socket.update_look = 1; + if (object *pl = op->ms ().player ()) + if (pl->contr->ns) + pl->contr->ns->floorbox_update (); /* If this object glows, it may affect lighting conditions that are * visible to others on this map. But update_all_los is really @@ -1621,17 +1366,19 @@ * on the map will get recalculated. The players could very well * be far away from this change and not affected in any way - * this should get redone to only look for players within range, - * or just updating the P_NEED_UPDATE for spaces within this area + * or just updating the P_UPTODATE for spaces within this area * of effect may be sufficient. */ - if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) + if (op->map->darkness && (op->glow_radius != 0)) update_all_los (op->map, op->x, op->y); /* updates flags (blocked, alive, no magic, etc) for this map space */ update_object (op, UP_OBJ_INSERT); + INVOKE_OBJECT (INSERT, op); + /* Don't know if moving this to the end will break anything. However, - * we want to have update_look set above before calling this. + * we want to have floorbox_update called before calling this. * * check_move_on() must be after this because code called from * check_move_on() depends on correct map flags (so functions like @@ -1643,47 +1390,47 @@ if (!(flag & INS_NO_WALK_ON) && !op->head) { if (check_move_on (op, originator)) - return NULL; + return 0; /* If we are a multi part object, lets work our way through the check * walk on's. */ for (tmp = op->more; tmp != NULL; tmp = tmp->more) if (check_move_on (tmp, originator)) - return NULL; + return 0; } return op; } /* this function inserts an object in the map, but if it - * 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. + * 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 replace_insert_ob_in_map (const char *arch_string, object *op) { - object *tmp; - object *tmp1; + object *tmp, *tmp1; /* first search for itself and remove any old instances */ - for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) - { - if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ - { - remove_ob (tmp); - free_object (tmp); - } - } + for (tmp = op->ms ().bot; tmp; tmp = tmp->above) + if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ + tmp->destroy (); - tmp1 = arch_to_object (find_archetype (arch_string)); + tmp1 = arch_to_object (archetype::find (arch_string)); tmp1->x = op->x; tmp1->y = op->y; insert_ob_in_map (tmp1, op->map, op, 0); } +object * +object::insert_at (object *where, object *originator, int flags) +{ + where->map->insert (this, where->x, where->y, originator, flags); +} + /* * get_split_ob(ob,nr) splits up ob into two parts. The part which * is returned contains nr objects, and the remaining parts contains @@ -1691,27 +1438,22 @@ * On failure, NULL is returned, and the reason put into the * global static errmsg array. */ - object * get_split_ob (object *orig_ob, uint32 nr) { - object * - newob; - int - is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); + object *newob; + int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); if (orig_ob->nrof < nr) { sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); return NULL; } + newob = object_create_clone (orig_ob); + if ((orig_ob->nrof -= nr) < 1) - { - if (!is_removed) - remove_ob (orig_ob); - free_object2 (orig_ob, 1); - } + orig_ob->destroy (1); else if (!is_removed) { if (orig_ob->env != NULL) @@ -1723,6 +1465,7 @@ return NULL; } } + newob->nrof = nr; return newob; @@ -1739,10 +1482,7 @@ object * decrease_ob_nr (object *op, uint32 i) { - object * - tmp; - player * - pl; + object *tmp; if (i == 0) /* objects with op->nrof require this check */ return op; @@ -1751,15 +1491,13 @@ i = op->nrof; if (QUERY_FLAG (op, FLAG_REMOVED)) - { - op->nrof -= i; - } - else if (op->env != NULL) + op->nrof -= i; + else if (op->env) { /* is this object in the players inventory, or sub container * therein? */ - tmp = is_player_inv (op->env); + tmp = op->in_player (); /* nope. Is this a container the player has opened? * If so, set tmp to that player. * IMO, searching through all the players will mostly @@ -1767,51 +1505,42 @@ * and then searching the map for a player. */ if (!tmp) - { - for (pl = first_player; pl; pl = pl->next) - if (pl->ob->container == op->env) + for_all_players (pl) + if (pl->ob->container == op->env) + { + tmp = pl->ob; break; - if (pl) - tmp = pl->ob; - else - tmp = NULL; - } + } if (i < op->nrof) { sub_weight (op->env, op->weight * i); op->nrof -= i; if (tmp) - { - esrv_send_item (tmp, op); - } + esrv_send_item (tmp, op); } else { - remove_ob (op); + op->remove (); op->nrof = 0; if (tmp) - { - esrv_del_item (tmp->contr, op->count); - } + esrv_del_item (tmp->contr, op->count); } } else { - object * - above = op->above; + object *above = op->above; if (i < op->nrof) - { - op->nrof -= i; - } + op->nrof -= i; else { - remove_ob (op); + op->remove (); op->nrof = 0; } + /* Since we just removed op, op->above is null */ - for (tmp = above; tmp != NULL; tmp = tmp->above) + for (tmp = above; tmp; tmp = tmp->above) if (tmp->type == PLAYER) { if (op->nrof) @@ -1822,13 +1551,11 @@ } if (op->nrof) - { - return op; - } + return op; else { - free_object (op); - return NULL; + op->destroy (); + return 0; } } @@ -1843,63 +1570,62 @@ while (op != NULL) { if (op->type == CONTAINER) - { - weight = (signed long) (weight * (100 - op->stats.Str) / 100); - } + weight = (signed long) (weight * (100 - op->stats.Str) / 100); + op->carrying += weight; op = op->env; } } +object * +insert_ob_in_ob (object *op, object *where) +{ + if (!where) + { + char *dump = dump_object (op); + LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); + free (dump); + return op; + } + + if (where->head) + { + LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); + where = where->head; + } + + return where->insert (op); +} + /* - * insert_ob_in_ob(op,environment): + * env->insert (op) * This function inserts the object op in the linked list * inside the object environment. * - * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter - * the inventory at the last position or next to other objects of the same - * type. - * Frank: Now sorted by type, archetype and magic! - * * The function returns now pointer to inserted item, and return value can * be != op, if items are merged. -Tero */ object * -insert_ob_in_ob (object *op, object *where) +object::insert (object *op) { - object * - tmp, * - otmp; + object *tmp, *otmp; if (!QUERY_FLAG (op, FLAG_REMOVED)) - { - dump_object (op); - LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg); - return op; - } - if (where == NULL) - { - dump_object (op); - LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg); - return op; - } - if (where->head) - { - LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); - where = where->head; - } + op->remove (); + if (op->more) { LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); return op; } + CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); CLEAR_FLAG (op, FLAG_REMOVED); if (op->nrof) { - for (tmp = where->inv; tmp != NULL; tmp = tmp->below) - if (CAN_MERGE (tmp, op)) + for (tmp = inv; tmp != NULL; tmp = tmp->below) + if (object::can_merge (tmp, op)) { /* return the original object and remove inserted object (client needs the original object) */ @@ -1907,11 +1633,11 @@ /* Weight handling gets pretty funky. Since we are adding to * tmp->nrof, we need to increase the weight. */ - add_weight (where, op->weight * op->nrof); + add_weight (this, op->weight * op->nrof); SET_FLAG (op, FLAG_REMOVED); - free_object (op); /* free the inserted object */ + op->destroy (); /* free the inserted object */ op = tmp; - remove_ob (op); /* and fix old object's links */ + op->remove (); /* and fix old object's links */ CLEAR_FLAG (op, FLAG_REMOVED); break; } @@ -1922,45 +1648,46 @@ * the weight, so we need to add it in again, since we actually do * the linking below */ - add_weight (where, op->weight * op->nrof); + add_weight (this, op->weight * op->nrof); } else - add_weight (where, (op->weight + op->carrying)); + add_weight (this, (op->weight + op->carrying)); - otmp = is_player_inv (where); - if (otmp && otmp->contr != NULL) - { - if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) - fix_player (otmp); - } - - op->map = NULL; - op->env = where; - op->above = NULL; - op->below = NULL; + otmp = this->in_player (); + if (otmp && otmp->contr) + if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) + otmp->update_stats (); + + op->map = 0; + op->env = this; + op->above = 0; + op->below = 0; op->x = 0, op->y = 0; /* reset the light list and los of the players on the map */ - if ((op->glow_radius != 0) && where->map) + if ((op->glow_radius != 0) && map) { #ifdef DEBUG_LIGHTS LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); #endif /* DEBUG_LIGHTS */ - if (MAP_DARKNESS (where->map)) - update_all_los (where->map, where->x, where->y); + if (map->darkness) + update_all_los (map, x, y); } /* Client has no idea of ordering so lets not bother ordering it here. * It sure simplifies this function... */ - if (where->inv == NULL) - where->inv = op; + if (!inv) + inv = op; else { - op->below = where->inv; + op->below = inv; op->below->above = op; - where->inv = op; + inv = op; } + + INVOKE_OBJECT (INSERT, this); + return op; } @@ -1984,13 +1711,11 @@ * object being inserted. insert_ob_in_map may not put new objects * on top. */ - int check_move_on (object *op, object *originator) { object *tmp; - tag_t tag; - mapstruct *m = op->map; + maptile *m = op->map; int x = op->x, y = op->y; MoveType move_on, move_slow, move_block; @@ -1998,8 +1723,6 @@ if (QUERY_FLAG (op, FLAG_NO_APPLY)) return 0; - tag = op->count; - move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); @@ -2024,7 +1747,7 @@ * Hence, we first go to the top: */ - for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) + for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above) { /* Trim the search when we find the first other spell effect * this helps performance so that if a space has 50 spell objects, @@ -2051,7 +1774,8 @@ ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { - float diff = tmp->move_slow_penalty * FABS (op->speed); + float + diff = tmp->move_slow_penalty * FABS (op->speed); if (op->type == PLAYER) if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || @@ -2068,7 +1792,7 @@ { move_apply (tmp, op, originator); - if (was_destroyed (op, tag)) + if (op->destroyed ()) return 1; /* what the person/creature stepped onto has moved the object @@ -2088,21 +1812,19 @@ * a matching archetype at the given map and coordinates. * The first matching object is returned, or NULL if none. */ - object * -present_arch (const archetype *at, mapstruct *m, int x, int y) +present_arch (const archetype *at, maptile *m, int x, int y) { - object * - tmp; - - if (m == NULL || out_of_map (m, x, y)) + if (!m || out_of_map (m, x, y)) { LOG (llevError, "Present_arch called outside map.\n"); return NULL; } - for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) + + for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) if (tmp->arch == at) return tmp; + return NULL; } @@ -2111,21 +1833,19 @@ * a matching type variable at the given map and coordinates. * The first matching object is returned, or NULL if none. */ - object * -present (unsigned char type, mapstruct *m, int x, int y) +present (unsigned char type, maptile *m, int x, int y) { - object * - tmp; - if (out_of_map (m, x, y)) { LOG (llevError, "Present called outside map.\n"); return NULL; } - for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) + + for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) if (tmp->type == type) return tmp; + return NULL; } @@ -2134,16 +1854,13 @@ * a matching type variable in the inventory of the given object. * The first matching object is returned, or NULL if none. */ - object * present_in_ob (unsigned char type, const object *op) { - object * - tmp; - - for (tmp = op->inv; tmp != NULL; tmp = tmp->below) + for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) if (tmp->type == type) return tmp; + return NULL; } @@ -2161,19 +1878,14 @@ * spell code can use one object type (force), but change it's name * to be unique. */ - object * present_in_ob_by_name (int type, const char *str, const object *op) { - object * - tmp; + for (object *tmp = op->inv; tmp; tmp = tmp->below) + if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) + return tmp; - for (tmp = op->inv; tmp != NULL; tmp = tmp->below) - { - if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) - return tmp; - } - return NULL; + return 0; } /* @@ -2181,16 +1893,13 @@ * a matching archetype in the inventory of the given object. * The first matching object is returned, or NULL if none. */ - object * present_arch_in_ob (const archetype *at, const object *op) { - object * - tmp; - - for (tmp = op->inv; tmp != NULL; tmp = tmp->below) + for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) if (tmp->arch == at) return tmp; + return NULL; } @@ -2200,26 +1909,22 @@ void flag_inv (object *op, int flag) { - object * - tmp; - if (op->inv) - for (tmp = op->inv; tmp != NULL; tmp = tmp->below) + for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) { SET_FLAG (tmp, flag); flag_inv (tmp, flag); } -} /* - * desactivate recursively a flag on an object inventory - */ +} + +/* + * deactivate recursively a flag on an object inventory + */ void unflag_inv (object *op, int flag) { - object * - tmp; - if (op->inv) - for (tmp = op->inv; tmp != NULL; tmp = tmp->below) + for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) { CLEAR_FLAG (tmp, flag); unflag_inv (tmp, flag); @@ -2232,7 +1937,6 @@ * If checksums are used, a player will get set_cheat called for * him/her-self and all object carried by a call to this function. */ - void set_cheat (object *op) { @@ -2261,21 +1965,17 @@ * the archetype because that isn't correct if the monster has been * customized, changed states, etc. */ - int -find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) +find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) { - int - i, - index = 0, flag; - static int - altern[SIZEOFFREE]; + int index = 0, flag; + int altern[SIZEOFFREE]; - for (i = start; i < stop; i++) + for (int i = start; i < stop; i++) { flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); if (!flag) - altern[index++] = i; + altern [index++] = i; /* 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. @@ -2285,57 +1985,45 @@ * to only the spaces immediately surrounding the target area, and * won't look 2 spaces south of the target space. */ - else if ((flag & AB_NO_PASS) && maxfree[i] < stop) + else if ((flag & P_NO_PASS) && maxfree[i] < stop) stop = maxfree[i]; } + if (!index) return -1; + return altern[RANDOM () % index]; } /* - * find_first_free_spot(archetype, mapstruct, x, y) works like + * find_first_free_spot(archetype, maptile, x, y) works like * find_free_spot(), but it will search max number of squares. * But it will return the first available spot, not a random choice. * Changed 0.93.2: Have it return -1 if there is no free spot available. */ - int -find_first_free_spot (const object *ob, mapstruct *m, int x, int y) +find_first_free_spot (const object *ob, maptile *m, int x, int y) { - int - i; + for (int i = 0; i < SIZEOFFREE; i++) + if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) + return i; - for (i = 0; i < SIZEOFFREE; i++) - { - if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) - return i; - } return -1; } /* * The function permute(arr, begin, end) randomly reorders the array * arr[begin..end-1]. + * now uses a fisher-yates shuffle, old permute was broken */ static void permute (int *arr, int begin, int end) { - int - i, - j, - tmp, - len; - - len = end - begin; - for (i = begin; i < end; i++) - { - j = begin + RANDOM () % len; - - tmp = arr[i]; - arr[i] = arr[j]; - arr[j] = tmp; - } + arr += begin; + end -= begin; + + while (--end) + swap (arr [end], arr [RANDOM () % (end + 1)]); } /* new function to make monster searching more efficient, and effective! @@ -2348,13 +2036,10 @@ void get_search_arr (int *search_arr) { - int - i; + int i; for (i = 0; i < SIZEOFFREE; i++) - { - search_arr[i] = i; - } + search_arr[i] = i; permute (search_arr, 1, SIZEOFFREE1 + 1); permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); @@ -2373,23 +2058,16 @@ * because we have to know what movement the thing looking to move * there is capable of. */ - int -find_dir (mapstruct *m, int x, int y, object *exclude) +find_dir (maptile *m, int x, int y, object *exclude) { - int - i, - max = SIZEOFFREE, mflags; - sint16 - nx, - ny; - object * - tmp; - mapstruct * - mp; - MoveType - blocked, - move_type; + int i, max = SIZEOFFREE, mflags; + + sint16 nx, ny; + object *tmp; + maptile *mp; + + MoveType blocked, move_type; if (exclude && exclude->head) { @@ -2409,34 +2087,30 @@ ny = y + freearr_y[i]; mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); + if (mflags & P_OUT_OF_MAP) - { - max = maxfree[i]; - } + max = maxfree[i]; else { - blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); + mapspace &ms = mp->at (nx, ny); + + blocked = ms.move_block; if ((move_type & blocked) == move_type) - { - max = maxfree[i]; - } + max = maxfree[i]; else if (mflags & P_IS_ALIVE) { - for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) - { - if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) - { - break; - } - } + for (tmp = ms.bot; tmp; tmp = tmp->above) + if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) + && (tmp != exclude || (tmp->head && tmp->head != exclude))) + break; + if (tmp) - { - return freedir[i]; - } + return freedir[i]; } } } + return 0; } @@ -2444,15 +2118,10 @@ * distance(object 1, object 2) will return the square of the * distance between the two given objects. */ - int distance (const object *ob1, const object *ob2) { - int - i; - - i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); - return i; + return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); } /* @@ -2460,12 +2129,10 @@ * an object which has subtracted the x and y coordinates of another * object, needs to travel toward it. */ - int find_dir_2 (int x, int y) { - int - q; + int q; if (y) q = x * 100 / y; @@ -2510,8 +2177,10 @@ { while (d < 1) d += 8; + while (d > 8) d -= 8; + return d; } @@ -2523,12 +2192,12 @@ int dirdiff (int dir1, int dir2) { - int - d; + int d; d = abs (dir1 - dir2); if (d > 4) d = 8 - d; + return d; } @@ -2541,9 +2210,7 @@ * Moved from spell_util.c to object.c with the other related direction * functions. */ - -int - reduction_dir[SIZEOFFREE][3] = { +int reduction_dir[SIZEOFFREE][3] = { {0, 0, 0}, /* 0 */ {0, 0, 0}, /* 1 */ {0, 0, 0}, /* 2 */ @@ -2601,16 +2268,11 @@ * can see a direct way to get it * Modified to be map tile aware -.MSW */ - - int -can_see_monsterP (mapstruct *m, int x, int y, int dir) +can_see_monsterP (maptile *m, int x, int y, int dir) { - sint16 - dx, - dy; - int - mflags; + sint16 dx, dy; + int mflags; if (dir < 0) return 0; /* exit condition: invalid direction */ @@ -2633,11 +2295,11 @@ /* yes, can see. */ if (dir < 9) return 1; - return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | - can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); -} - + return can_see_monsterP (m, x, y, reduction_dir[dir][0]) + | can_see_monsterP (m, x, y, reduction_dir[dir][1]) + | can_see_monsterP (m, x, y, reduction_dir[dir][2]); +} /* * can_pick(picker, item): finds out if an object is possible to be @@ -2658,99 +2320,78 @@ !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); } - /* * create clone from object to another */ object * object_create_clone (object *asrc) { - object * - dst = NULL, *tmp, *src, *part, *prev, *item; + object *dst = 0, *tmp, *src, *part, *prev, *item; if (!asrc) - return NULL; + return 0; + src = asrc; if (src->head) src = src->head; - prev = NULL; + prev = 0; for (part = src; part; part = part->more) { - tmp = get_object (); - copy_object (part, tmp); + tmp = part->clone (); tmp->x -= src->x; tmp->y -= src->y; + if (!part->head) { dst = tmp; - tmp->head = NULL; + tmp->head = 0; } else - { - tmp->head = dst; - } - tmp->more = NULL; + tmp->head = dst; + + tmp->more = 0; + if (prev) prev->more = tmp; + prev = tmp; } - /*** copy inventory ***/ for (item = src->inv; item; item = item->below) - { - (void) insert_ob_in_ob (object_create_clone (item), dst); - } + insert_ob_in_ob (object_create_clone (item), dst); return dst; } -/* return true if the object was destroyed, 0 otherwise */ -int -was_destroyed (const object *op, tag_t old_tag) -{ - /* checking for FLAG_FREED isn't necessary, but makes this function more - * robust */ - return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); -} - /* GROS - Creates an object using a string representing its content. */ - /* Basically, we save the content of the string to a temp file, then call */ - /* load_object on it. I admit it is a highly inefficient way to make things, */ - /* but it was simple to make and allows reusing the load_object function. */ - /* Remember not to use load_object_str in a time-critical situation. */ - /* Also remember that multiparts objects are not supported for now. */ - object * load_object_str (const char *obstr) { - object * - op; - char - filename[MAX_BUF]; + object *op; + char filename[MAX_BUF]; sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); - FILE * - tempfile = fopen (filename, "w"); + FILE *tempfile = fopen (filename, "w"); if (tempfile == NULL) { LOG (llevError, "Error - Unable to access load object temp file\n"); return NULL; - }; + } + fprintf (tempfile, obstr); fclose (tempfile); - op = get_object (); + op = object::create (); - object_thawer - thawer (filename); + object_thawer thawer (filename); if (thawer) load_object (thawer, op, 0); @@ -2768,14 +2409,11 @@ object * find_obj_by_type_subtype (const object *who, int type, int subtype) { - object * - tmp; - - for (tmp = who->inv; tmp; tmp = tmp->below) + for (object *tmp = who->inv; tmp; tmp = tmp->below) if (tmp->type == type && tmp->subtype == subtype) return tmp; - return NULL; + return 0; } /* If ob has a field named key, return the link from the list, @@ -2787,18 +2425,11 @@ key_value * get_ob_key_link (const object *ob, const char *key) { - key_value * - link; - - for (link = ob->key_values; link != NULL; link = link->next) - { - if (link->key == key) - { - return link; - } - } + for (key_value *link = ob->key_values; link; link = link->next) + if (link->key == key) + return link; - return NULL; + return 0; } /* @@ -2811,34 +2442,27 @@ const char * get_ob_key_value (const object *op, const char *const key) { - key_value * - link; - const char * - canonical_key; - - canonical_key = shstr::find (key); + key_value *link; + shstr_cmp canonical_key (key); - if (canonical_key == NULL) + if (!canonical_key) { /* 1. There being a field named key on any object * implies there'd be a shared string to find. * 2. Since there isn't, no object has this field. * 3. Therefore, *this* object doesn't have this field. */ - return NULL; + return 0; } /* This is copied from get_ob_key_link() above - * only 4 lines, and saves the function call overhead. */ - for (link = op->key_values; link != NULL; link = link->next) - { - if (link->key == canonical_key) - { - return link->value; - } - } - return NULL; + for (link = op->key_values; link; link = link->next) + if (link->key == canonical_key) + return link->value; + + return 0; } @@ -2855,8 +2479,7 @@ int set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) { - key_value * - field = NULL, *last = NULL; + key_value *field = NULL, *last = NULL; for (field = op->key_values; field != NULL; field = field->next) { @@ -2884,8 +2507,7 @@ else op->key_values = field->next; - delete - field; + delete field; } } return TRUE; @@ -2895,9 +2517,8 @@ /* No field, we'll have to add it. */ if (!add_key) - { - return FALSE; - } + return FALSE; + /* There isn't any good reason to store a null * value in the key/value list. If the archetype has * this key, then we should also have it, so shouldn't @@ -2930,8 +2551,89 @@ int set_ob_key_value (object *op, const char *key, const char *value, int add_key) { - shstr - key_ (key); + shstr key_ (key); return set_ob_key_value_s (op, key_, value, add_key); } + +object::depth_iterator::depth_iterator (object *container) +: iterator_base (container) +{ + while (item->inv) + item = item->inv; +} + +void +object::depth_iterator::next () +{ + if (item->below) + { + item = item->below; + + while (item->inv) + item = item->inv; + } + else + item = item->env; +} + + +const char * +object::flag_desc (char *desc, int len) const +{ + char *p = desc; + bool first = true; + + *p = 0; + + for (int i = 0; i < NUM_FLAGS; i++) + { + if (len <= 10) // magic constant! + { + snprintf (p, len, ",..."); + break; + } + + if (flag [i]) + { + int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); + len -= cnt; + p += cnt; + first = false; + } + } + + return desc; +} + +// return a suitable string describing an object in enough detail to find it +const char * +object::debug_desc (char *info) const +{ + char flagdesc[512]; + char info2[256 * 4]; + char *p = info; + + p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", + count, uuid.seq, + &name, + title ? "\",title:" : "", + title ? (const char *)title : "", + flag_desc (flagdesc, 512), type); + + if (env) + p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); + + if (map) + p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); + + return info; +} + +const char * +object::debug_desc () const +{ + static char info[256 * 4]; + return debug_desc (info); +} +