--- deliantra/server/common/object.C 2006/12/23 13:56:25 1.81 +++ deliantra/server/common/object.C 2007/01/15 21:06:18 1.116 @@ -1,25 +1,26 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 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 GNU General Public License - 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, 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 + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 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 GNU General Public License + * 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 + */ /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. sub/add_weight will transcend the environment updating the carrying @@ -38,7 +39,8 @@ static UUID uuid; const uint64 UUID_SKIP = 1<<19; -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 @@ -143,7 +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; @@ -192,7 +194,6 @@ * Improvements made with merge: Better checking on potion, and also * check weight */ - bool object::can_merge_slow (object *ob1, object *ob2) { /* A couple quicksanity checks */ @@ -279,7 +280,7 @@ * 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) @@ -366,7 +367,7 @@ return strdup ("[NULLOBJ]"); object_freezer freezer; - save_object (freezer, op, 3); + save_object (freezer, op, 1); return freezer.as_string (); } @@ -393,13 +394,12 @@ /* * Returns the object which has the count-variable equal to the argument. */ - object * find_object (tag_t i) { - for (object *op = object::first; op; op = op->next) - if (op->count == i) - return op; + for_all_objects (op) + if (op->count == i) + return op; return 0; } @@ -409,14 +409,13 @@ * Used only by the patch command, but not all that useful. * Enables features like "patch food 999" */ - object * find_object_name (const char *str) { shstr_cmp str_ (str); object *op; - for (op = object::first; op != NULL; op = op->next) + for_all_objects (op) if (op->name == str_) break; @@ -485,9 +484,6 @@ *(object_copy *)dst = *this; - if (self || cb) - INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); - if (is_freed) SET_FLAG (dst, FLAG_FREED); @@ -527,7 +523,7 @@ } } - update_ob_speed (dst); + dst->set_speed (dst->speed); } object * @@ -543,12 +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); } @@ -559,97 +555,20 @@ * 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) - { - LOG (llevError, "Object %s is freed but has speed.\n", &op->name); -#ifdef MANY_CORES - abort (); -#else - op->speed = 0; -#endif - } - - if (arch_init) - return; - - if (FABS (op->speed) > MIN_ACTIVE_SPEED) + if (flag [FLAG_FREED] && 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; - - 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; + LOG (llevError, "Object %s is freed but has speed.\n", &name); + speed = 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 -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; + this->speed = speed; - 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 (); } /* @@ -696,7 +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 @@ -707,7 +626,7 @@ mapspace &m = op->ms (); - if (m.flags_ & P_NEED_UPDATE) + if (!(m.flags_ & P_UPTODATE)) /* nop */; else if (action == UP_OBJ_INSERT) { @@ -726,14 +645,14 @@ */ || ((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_ = P_NEED_UPDATE; + 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) - m.flags_ = P_NEED_UPDATE; + m.flags_ = 0; else if (action == UP_OBJ_FACE) /* Nothing to do for that case */ ; else @@ -743,22 +662,6 @@ update_object (op->more, action); } -object::vector object::mortals; -object::vector object::objects; // not yet used -object *object::first; - -void object::free_mortals () -{ - for (AUTODECL (i, mortals.begin ()); i != mortals.end ();) - if ((*i)->refcnt) - ++i; // further delay freeing - else - { - delete *i; - mortals.erase (i); - } -} - object::object () { SET_FLAG (this, FLAG_REMOVED); @@ -772,110 +675,158 @@ 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 = object::first; - - if (object::first) - object::first->prev = this; - - object::first = this; + refcnt_inc (); + objects.insert (this); } void object::unlink () { - if (this == object::first) - object::first = next; + assert (index);//D + objects.erase (this); + refcnt_dec (); +} - /* Remove this object from the list of used objects */ - if (prev) prev->next = next; - if (next) next->prev = prev; +void +object::activate () +{ + /* If already on active list, don't do anything */ + if (active) + return; - prev = 0; - next = 0; + if (has_active_speed ()) + actives.insert (this); } -object *object::create () +void +object::activate_recursive () { - object *op = new object; - op->link (); - return op; + activate (); + + for (object *op = inv; op; op = op->below) + op->activate_recursive (); } -/* - * 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 destroy_inventory is set, free inventory as well. Else drop items in - * inventory to the ground. +/* 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::destroy (bool destroy_inventory) +void +object::deactivate () { - if (QUERY_FLAG (this, FLAG_FREED)) + /* If not on the active list, nothing needs to be done */ + if (!active) return; - if (QUERY_FLAG (this, FLAG_FRIENDLY)) - remove_friendly_object (this); + actives.erase (this); +} - if (!QUERY_FLAG (this, FLAG_REMOVED)) - remove (); +void +object::deactivate_recursive () +{ + for (object *op = inv; op; op = op->below) + op->deactivate_recursive (); - SET_FLAG (this, FLAG_FREED); + deactivate (); +} - if (more) +void +object::set_flag_inv (int flag, int value) +{ + for (object *op = inv; op; op = op->below) { - more->destroy (destroy_inventory); - more = 0; + op->flag [flag] = value; + op->set_flag_inv (flag, value); } +} - if (inv) +/* + * Remove and free all objects in the inventory of the given object. + * object.c ? + */ +void +object::destroy_inv (bool drop_to_ground) +{ + // 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; + + /* 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) { - /* Only if the space blocks everything do we not process - - * if some form of movement is allowed, let objects - * drop on that space. - */ - if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) + while (inv) + { + inv->destroy_inv (drop_to_ground); + inv->destroy (); + } + } + else + { /* Put objects in inventory onto this space */ + while (inv) { object *op = inv; - while (op) - { - object *tmp = op->below; - op->destroy (destroy_inventory); - op = tmp; - } + 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); } - else - { /* Put objects in inventory onto this space */ - object *op = inv; + } +} - while (op) - { - object *tmp = op->below; +object *object::create () +{ + object *op = new object; + op->link (); + return op; +} - op->remove (); +void +object::do_destroy () +{ + attachable::do_destroy (); - 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)) - op->destroy (); - else - { - op->x = x; - op->y = y; - insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ - } + if (flag [FLAG_IS_LINKED]) + remove_button_link (this); - op = tmp; - } - } - } + if (flag [FLAG_FRIENDLY]) + remove_friendly_object (this); + + if (!flag [FLAG_REMOVED]) + remove (); + + destroy_inv (true); + + deactivate (); + unlink (); + + flag [FLAG_FREED] = 1; // hack to ensure that freed objects still have a valid map { @@ -889,7 +840,8 @@ freed_map->width = 3; freed_map->height = 3; - freed_map->allocate (); + freed_map->alloc (); + freed_map->in_memory = MAP_IN_MEMORY; } map = freed_map; @@ -897,21 +849,30 @@ y = 1; } + head = 0; + + if (more) + { + more->destroy (); + more = 0; + } + // clear those pointers that likely might have circular references to us owner = 0; enemy = 0; attacked_by = 0; +} - // only relevant for players(?), but make sure of it anyways - contr = 0; - - /* Remove object from the active list */ - speed = 0; - update_ob_speed (this); +void +object::destroy (bool destroy_inventory) +{ + if (destroyed ()) + return; - unlink (); + if (destroy_inventory) + destroy_inv (false); - mortals.push_back (this); + attachable::destroy (); } /* @@ -945,12 +906,11 @@ object *tmp, *last = 0; object *otmp; - int check_walk_off; - if (QUERY_FLAG (this, FLAG_REMOVED)) return; SET_FLAG (this, FLAG_REMOVED); + INVOKE_OBJECT (REMOVE, this); if (more) more->remove (); @@ -973,12 +933,12 @@ if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) otmp->update_stats (); - if (above != NULL) + if (above) above->below = below; else env->inv = below; - if (below != NULL) + if (below) below->above = above; /* we set up values so that it could be inserted into @@ -992,9 +952,13 @@ } else if (map) { - /* Re did the following section of code - it looks like it had - * lots of logic for things we no longer care about - */ + if (type == PLAYER) + { + --map->players; + map->touch (); + } + + map->dirty = true; /* link the object above us */ if (above) @@ -1022,7 +986,7 @@ free (dump); } - map->at (x, y).bottom = above; /* goes on above it. */ + map->at (x, y).bot = above; /* goes on above it. */ } above = 0; @@ -1031,9 +995,9 @@ if (map->in_memory == MAP_SAVING) return; - check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); + int check_walk_off = !flag [FLAG_NO_APPLY]; - for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) + for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) { /* No point updating the players look faces if he is the object * being removed. @@ -1047,14 +1011,15 @@ */ if (tmp->container == this) { - CLEAR_FLAG (this, FLAG_APPLIED); + flag [FLAG_APPLIED] = 0; tmp->container = 0; } - tmp->contr->ns->floorbox_update (); + if (tmp->contr->ns) + tmp->contr->ns->floorbox_update (); } - /* See if player moving off should effect something */ + /* 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)) @@ -1066,20 +1031,21 @@ } /* 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 */ + /* 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_ = P_NEED_UPDATE; + map->at (x, y).flags_ = 0; else update_object (last, UP_OBJ_REMOVE); - if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) + if (flag [FLAG_BLOCKSVIEW] || glow_radius) update_all_los (map, x, y); } } @@ -1098,10 +1064,11 @@ if (!op->nrof) return 0; - if (top == NULL) - for (top = op; top != NULL && top->above != NULL; top = top->above); + if (top) + for (top = op; top && top->above; top = top->above) + ; - for (; top != NULL; top = top->below) + for (; top; top = top->below) { if (top == op) continue; @@ -1127,12 +1094,7 @@ object * 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; @@ -1161,7 +1123,6 @@ * NULL if 'op' was destroyed * just 'op' otherwise */ - object * insert_ob_in_map (object *op, maptile *m, object *originator, int flag) { @@ -1174,7 +1135,7 @@ return NULL; } - if (m == NULL) + if (!m) { char *dump = dump_object (op); LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); @@ -1205,16 +1166,16 @@ 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); @@ -1231,7 +1192,7 @@ if (!op->head) LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); - return NULL; + return 0; } } @@ -1248,7 +1209,7 @@ /* 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) + for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) if (object::can_merge (op, tmp)) { op->nrof += tmp->nrof; @@ -1275,7 +1236,7 @@ if (op->below) op->below->above = op; else - op->ms ().bottom = op; + op->ms ().bot = op; /* since *below* originator, no need to update top */ originator->below = op; @@ -1285,7 +1246,7 @@ /* 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. @@ -1299,8 +1260,7 @@ * 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; @@ -1363,8 +1323,8 @@ if (op->above) op->above->below = op; - op->below = NULL; - op->ms ().bottom = op; + op->below = 0; + op->ms ().bot = op; } else { /* get inserted into the stack above top */ @@ -1377,19 +1337,26 @@ top->above = op; } - if (op->above == NULL) + 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)) if (object *pl = op->ms ().player ()) - pl->contr->ns->floorbox_update (); + 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 @@ -1397,15 +1364,17 @@ * 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 floorbox_update called before calling this. * @@ -1419,14 +1388,14 @@ 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; @@ -1443,7 +1412,7 @@ /* 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) + for (tmp = op->ms ().bot; tmp; tmp = tmp->above) if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ tmp->destroy (); @@ -1454,6 +1423,12 @@ 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 @@ -1461,7 +1436,6 @@ * On failure, NULL is returned, and the reason put into the * global static errmsg array. */ - object * get_split_ob (object *orig_ob, uint32 nr) { @@ -1694,7 +1668,7 @@ #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 (map)) + if (map->darkness) update_all_los (map, x, y); } @@ -1710,6 +1684,8 @@ inv = op; } + INVOKE_OBJECT (INSERT, this); + return op; } @@ -1733,7 +1709,6 @@ * object being inserted. insert_ob_in_map may not put new objects * on top. */ - int check_move_on (object *op, object *originator) { @@ -1770,7 +1745,7 @@ * 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, @@ -1835,21 +1810,19 @@ * 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, 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; } @@ -1858,21 +1831,19 @@ * 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, 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; } @@ -1881,16 +1852,13 @@ * 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; } @@ -1908,19 +1876,14 @@ * 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; } /* @@ -1928,16 +1891,13 @@ * 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; } @@ -1947,26 +1907,22 @@ 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); @@ -1979,7 +1935,6 @@ * 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) { @@ -2008,21 +1963,17 @@ * 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 - 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. @@ -2048,43 +1999,29 @@ * 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, 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! @@ -2097,13 +2034,10 @@ 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); @@ -2122,19 +2056,14 @@ * because we have to know what movement the thing looking to move * there is capable of. */ - int find_dir (maptile *m, int x, int y, object *exclude) { - int - i, - max = SIZEOFFREE, mflags; + int i, max = SIZEOFFREE, mflags; sint16 nx, ny; - object * - tmp; - maptile * - mp; + object *tmp; + maptile *mp; MoveType blocked, move_type; @@ -2161,14 +2090,17 @@ 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]; else if (mflags & P_IS_ALIVE) { - for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) - if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) + 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) @@ -2184,14 +2116,10 @@ * 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); } /* @@ -2199,7 +2127,6 @@ * 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) { @@ -2238,35 +2165,18 @@ } /* - * absdir(int): Returns a number between 1 and 8, which represent - * the "absolute" direction of a number (it actually takes care of - * "overflow" in previous calculations of a direction). - */ - -int -absdir (int d) -{ - while (d < 1) - d += 8; - while (d > 8) - d -= 8; - return d; -} - -/* * dirdiff(dir1, dir2) returns how many 45-degrees differences there is * between two directions (which are expected to be absolute (see absdir()) */ - int dirdiff (int dir1, int dir2) { - int - d; + int d; d = abs (dir1 - dir2); if (d > 4) d = 8 - d; + return d; } @@ -2279,9 +2189,7 @@ * 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 */ @@ -2441,7 +2349,6 @@ /* 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) { @@ -2481,13 +2388,11 @@ 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, @@ -2499,13 +2404,11 @@ 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) + for (key_value *link = ob->key_values; link; link = link->next) if (link->key == key) return link; - return NULL; + return 0; } /* @@ -2555,8 +2458,7 @@ 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) { @@ -2594,9 +2496,8 @@ /* 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 @@ -2655,24 +2556,55 @@ item = item->env; } -// return a suitable string describing an objetc in enough detail to find it + +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 info2[256 * 3]; + char flagdesc[512]; + char info2[256 * 4]; char *p = info; - p += snprintf (p, 256, "%d=\"%s%s%s\"", - count, + p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", + count, uuid.seq, &name, - title ? " " : "", - title ? (const char *)title : ""); + 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); + p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); return info; } @@ -2680,7 +2612,14 @@ const char * object::debug_desc () const { - static char info[256 * 3]; + static char info[256 * 4]; + return debug_desc (info); +} + +const char * +object::debug_desc2 () const +{ + static char info[256 * 4]; return debug_desc (info); }