--- deliantra/server/common/object.C 2008/04/24 00:30:52 1.220 +++ deliantra/server/common/object.C 2011/06/03 08:36:45 1.351 @@ -1,22 +1,23 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team - * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen * - * Deliantra is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . * * The authors can be reached via e-mail to */ @@ -27,17 +28,25 @@ #include #include #include -#include #include UUID UUID::cur; static uint64_t seq_next_save; static const uint64 UUID_GAP = 1<<19; +uint32_t mapspace::smellcount = 10000; objectvec objects; activevec actives; +freelist_item *object::freelist; +uint32_t object::object_count; +uint32_t object::free_count; +uint32_t object::create_count; +uint32_t object::destroy_count; + +//+GPL + short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, @@ -50,12 +59,6 @@ -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 }; -int maxfree[SIZEOFFREE] = { - 0, - 9, 10, 13, 14, 17, 18, 21, 22, - 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, - 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 -}; int freedir[SIZEOFFREE] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, @@ -63,6 +66,32 @@ 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 int maxfree[SIZEOFFREE] = { + 0, + 9, 10, 13, 14, 17, 18, 21, 22, + 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, + 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 +}; + +const char *wall_suffix[16] = { + "0", + "1_3", + "1_4", + "2_1_2", + "1_2", + "2_2_4", + "2_2_1", + "3_1", + "1_1", + "2_2_3", + "2_2_2", + "3_3", + "2_1_1", + "3_4", + "3_2", + "4" +}; + static void write_uuid (uval64 skip, bool sync) { @@ -74,7 +103,7 @@ } static void -read_uuid (void) +read_uuid () { char filename[MAX_BUF]; @@ -98,7 +127,7 @@ _exit (1); } - UUID::BUF buf; + char buf [UUID::MAX_LEN]; buf[0] = 0; fgets (buf, sizeof (buf), fp); @@ -137,37 +166,87 @@ read_uuid (); } -/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ -static bool -compare_ob_value_lists_one (const object *wants, const object *has) +bool +UUID::parse (const char *s) { - key_value *wants_field; + if (*s++ != '<' || *s++ != '1' || *s++ != '.') + return false; - /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both - * objects with lists are rare, and lists stay short. If not, use a - * different structure or at least keep the lists sorted... - */ + seq = 0; - /* For each field in wants, */ - for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) + while (*s != '>') { - key_value *has_field; + if (*s < '0') + return false; - /* Look for a field in has with the same key. */ - has_field = get_ob_key_link (has, wants_field->key); + // this gives nice branchless code with gcc + assert ('0' < 'a' && '0' == 48 && 'a' == 97); + int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15; - if (!has_field) - return 0; /* No field with that name. */ + seq = (seq << 4) | digit; - /* Found the matching field. */ - if (has_field->value != wants_field->value) - return 0; /* Values don't match, so this half of the comparison is false. */ + ++s; + } + + return true; +} + +char * +UUID::append (char *buf) const +{ + *buf++ = '<'; + *buf++ = '1'; + *buf++ = '.'; - /* If we get here, we found a match. Now for the next field in wants. */ + uint64_t seq = this->seq; + const int bits = 64; + char nz = 0; + static const char tohex [] = "0123456789abcdef"; + + // assert (len >= 3 + bits / 4 + 1 + 1); + for (int i = bits / 4; --i; ) + { + uint8_t digit = seq >> (bits - 4); + + *buf = tohex [digit]; + nz |= digit; + buf += nz ? 1 : 0; + seq <<= 4; } + // last digit is special - always emit + uint8_t digit = seq >> (bits - 4); + *buf++ = tohex [digit]; + + *buf++ = '>'; + + return buf; +} + +char * +UUID::c_str () const +{ + static char buf [MAX_LEN]; + *append (buf) = 0; + return buf; +} + +/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ +static bool +compare_ob_value_lists_one (const object *wants, const object *has) +{ + /* n-squared behaviour (see kv.get), but I'm hoping both + * objects with lists are rare, and lists stay short. If not, use a + * different structure or at least keep the lists sorted... + */ + + /* For each field in wants, */ + for (key_value *kv = wants->kv.first; kv; kv = kv->next) + if (has->kv.get (kv->key) != kv->value) + return false; + /* If we get here, every field in wants has a matching field in has. */ - return 1; + return true; } /* Returns TRUE if ob1 has the same key_values as ob2. */ @@ -177,7 +256,8 @@ /* However, there may be fields in has which aren't partnered in wants, * so we need to run the comparison *twice*. :( */ - return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); + return compare_ob_value_lists_one (ob1, ob2) + && compare_ob_value_lists_one (ob2, ob1); } /* Function examines the 2 objects given to it, and returns true if @@ -194,20 +274,18 @@ */ bool object::can_merge_slow (object *ob1, object *ob2) { - /* A couple quicksanity checks */ + /* A couple quick sanity checks */ if (ob1 == ob2 - || ob1->type != ob2->type - || ob1->speed != ob2->speed - || ob1->value != ob2->value - || ob1->name != ob2->name) + || ob1->type != ob2->type + || ob1->value != ob2->value + || ob1->name != ob2->name + || ob1->custom_name != ob2->custom_name + || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) return 0; - /* Do not merge objects if nrof would overflow. First part checks - * for unsigned overflow (2c), second part checks whether the result - * would fit into a 32 bit signed int, which is often used to hold - * nrof values. - */ - if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31)) + /* Do not merge objects if nrof would overflow, assume nrof + * is always 0 .. 2**31-1 */ + if (ob1->nrof > 0x7fffffff - ob2->nrof) return 0; /* If the objects have been identified, set the BEEN_APPLIED flag. @@ -216,13 +294,13 @@ * are not equal - just if it has been identified, the been_applied * flags lose any meaning. */ - if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) - SET_FLAG (ob1, FLAG_BEEN_APPLIED); + if (ob1->flag [FLAG_IDENTIFIED]) + ob1->set_flag (FLAG_BEEN_APPLIED); - if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) - SET_FLAG (ob2, FLAG_BEEN_APPLIED); + if (ob2->flag [FLAG_IDENTIFIED]) + ob2->set_flag (FLAG_BEEN_APPLIED); - if (ob1->arch->name != ob2->arch->name + if (ob1->arch->archname != ob2->arch->archname || ob1->name != ob2->name || ob1->title != ob2->title || ob1->msg != ob2->msg @@ -233,8 +311,9 @@ || ob1->skill != ob2->skill || ob1->value != ob2->value || ob1->animation_id != ob2->animation_id + || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other || ob1->client_type != ob2->client_type - || ob1->materialname != ob2->materialname + || ob1->material != ob2->material || ob1->lore != ob2->lore || ob1->subtype != ob2->subtype || ob1->move_type != ob2->move_type @@ -243,14 +322,13 @@ || 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 + || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f) || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) return 0; if ((ob1->flag ^ ob2->flag) .reset (FLAG_INV_LOCKED) - .reset (FLAG_CLIENT_SENT) .reset (FLAG_REMOVED) .any ()) return 0; @@ -279,14 +357,14 @@ * it is possible for most any character to have more than one of * some items equipped, and we don't want those to merge. */ - if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) + if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) return 0; /* Note sure why the following is the case - either the object has to * be animated or have a very low speed. Is this an attempted monster * check? */ - if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) + if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) return 0; switch (ob1->type) @@ -297,10 +375,10 @@ break; } - if (ob1->key_values || ob2->key_values) + if (!ob1->kv.empty () || !ob2->kv.empty ()) { /* At least one of these has key_values. */ - if ((!ob1->key_values) != (!ob2->key_values)) + if (ob1->kv.empty () != ob2->kv.empty ()) return 0; /* One has fields, but the other one doesn't. */ if (!compare_ob_value_lists (ob1, ob2)) @@ -342,17 +420,17 @@ if (env) { // the player inventory itself is always visible - if (env->type == PLAYER) + if (env->is_player ()) return env; // else a player could have our env open - object *envest = env->outer_env (); + object *envest = env->outer_env_or_self (); // the player itself is always on a map, so we will find him here // even if our inv is in a player. if (envest->is_on_map ()) if (object *pl = envest->ms ().player ()) - if (pl->container == env) + if (pl->container_ () == env) return pl; } else @@ -360,7 +438,8 @@ // maybe there is a player standing on the same mapspace // this will catch the case where "this" is a player if (object *pl = ms ().player ()) - if (!pl->container || this == pl->container) + if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look) + || pl->container_ () == this) return pl; } } @@ -369,34 +448,35 @@ } // adjust weight per container type ("of holding") -static sint32 -weight_adjust (object *op, sint32 weight) +static uint32 +weight_adjust_for (object *op, uint32 weight) { return op->type == CONTAINER - ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) + ? weight - weight * op->stats.Str / 100 : weight; } /* - * adjust_weight(object, weight) adds the specified weight to an object, + * subtracts, then adds, the specified weight to an object, * and also updates how much the environment(s) is/are carrying. */ static void -adjust_weight (object *op, sint32 weight) +adjust_weight (object *op, sint32 sub, sint32 add) { while (op) { - weight = weight_adjust (op, weight); + sint32 ocarrying = op->carrying; - if (!weight) - return; - - op->carrying += weight; + op->carrying -= weight_adjust_for (op, sub); + op->carrying += weight_adjust_for (op, add); if (object *pl = op->visible_to ()) if (pl != op) // player is handled lazily esrv_update_item (UPD_WEIGHT, pl, op); + sub = ocarrying; + add = op->carrying; + op = op->env; } } @@ -413,16 +493,17 @@ for (object *op = inv; op; op = op->below) { - if (op->inv) - op->update_weight (); + op->update_weight (); - sum += op->total_weight (); + sum += weight_adjust_for (this, op->total_weight ()); } - sum = weight_adjust (this, sum); - if (sum != carrying) { + if (carrying != sum && carrying)//D + LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n", + (long long)sum, (long long)carrying, debug_desc ()); + carrying = sum; if (object *pl = visible_to ()) @@ -445,27 +526,10 @@ return freezer.as_string (); } -/* - * get_nearest_part(multi-object, object 2) returns the part of the - * multi-object 1 which is closest to the second object. - * If it's not a multi-object, it is returned. - */ -object * -get_nearest_part (object *op, const object *pl) +char * +object::as_string () { - object *tmp, *closest; - int last_dist, i; - - if (!op->more) - return op; - - for (last_dist = distance (op, pl), closest = op, tmp = op->more; - tmp; - tmp = tmp->more) - if ((i = distance (tmp, pl)) < last_dist) - closest = tmp, last_dist = i; - - return closest; + return dump_object (this); } /* @@ -483,6 +547,21 @@ } /* + * Returns the object which has the uuid equal to the argument. + * MOAR VERRRY slow. + */ + +object * +find_object_uuid (UUID i) +{ + for_all_objects (op) + if (op->uuid == i) + return op; + + return 0; +} + +/* * Returns the first object which has a name equal to the argument. * Used only by the patch command, but not all that useful. * Enables features like "patch food 999" @@ -491,13 +570,13 @@ find_object_name (const char *str) { shstr_cmp str_ (str); - object *op; - for_all_objects (op) - if (op->name == str_) - break; + if (str_) + for_all_objects (op) + if (op->name == str_) + return op; - return op; + return 0; } /* @@ -522,129 +601,6 @@ this->owner = owner; } -int -object::slottype () const -{ - if (type == SKILL) - { - if (IS_COMBAT_SKILL (subtype)) return slot_combat; - if (IS_RANGED_SKILL (subtype)) return slot_ranged; - } - else - { - if (slot [body_combat].info) return slot_combat; - if (slot [body_range ].info) return slot_ranged; - } - - return slot_none; -} - -bool -object::change_weapon (object *ob) -{ - if (current_weapon == ob) - return true; - - if (chosen_skill) - chosen_skill->flag [FLAG_APPLIED] = false; - - current_weapon = ob; - chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); - - if (chosen_skill) - chosen_skill->flag [FLAG_APPLIED] = true; - - update_stats (); - - if (ob) - { - // now check wether any body locations became invalid, in which case - // we cannot apply the weapon at the moment. - for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) - if (slot[i].used < 0) - { - current_weapon = chosen_skill = 0; - update_stats (); - - new_draw_info_format (NDI_UNIQUE, 0, this, - "You try to balance all your items at once, " - "but the %s is just too much for your body. " - "[You need to unapply some items first.]", &ob->name); - return false; - } - - //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); - } - else - ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); - - if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) - { - LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", - &name, ob->debug_desc ()); - return false; - } - - return true; -} - -/* Zero the key_values on op, decrementing the shared-string - * refcounts and freeing the links. - */ -static void -free_key_values (object *op) -{ - for (key_value *i = op->key_values; i; ) - { - key_value *next = i->next; - delete i; - - i = next; - } - - op->key_values = 0; -} - -object & -object::operator =(const object &src) -{ - bool is_freed = flag [FLAG_FREED]; - bool is_removed = flag [FLAG_REMOVED]; - - *(object_copy *)this = src; - - flag [FLAG_FREED] = is_freed; - flag [FLAG_REMOVED] = is_removed; - - /* Copy over key_values, if any. */ - if (src.key_values) - { - key_value *tail = 0; - key_values = 0; - - for (key_value *i = src.key_values; i; i = i->next) - { - key_value *new_link = new key_value; - - new_link->next = 0; - new_link->key = i->key; - new_link->value = i->value; - - /* Try and be clever here, too. */ - if (!key_values) - { - key_values = new_link; - tail = new_link; - } - else - { - tail->next = new_link; - tail = new_link; - } - } - } -} - /* * copy_to first frees everything allocated by the dst object, * and then copies the contents of itself into the second @@ -656,12 +612,14 @@ void object::copy_to (object *dst) { - *dst = *this; + dst->remove (); + *(object_copy *)dst = *this; - if (speed < 0) - dst->speed_left -= rndm (); + // maybe move to object_copy? + dst->kv = kv; - dst->set_speed (dst->speed); + dst->flag [FLAG_REMOVED] = true; + dst->activate (); } void @@ -670,7 +628,12 @@ if (!uuid.seq) // HACK uuid = UUID::gen (); - speed_left = -0.1f; + // TODO: unclean state changes, should not be done in copy_to AND instantiate + if (flag [FLAG_RANDOM_SPEED] && speed) + speed_left = - speed - rndm (); // TODO animation + else + speed_left = -1.; + /* copy the body_info to the body_used - this is only really * need for monsters, but doesn't hurt to do it for everything. * by doing so, when a monster is created, it has good starting @@ -688,6 +651,12 @@ { object *neu = create (); copy_to (neu); + + // TODO: unclean state changes, should not be done in clone AND instantiate + if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed) + neu->speed_left = - neu->speed - rndm (); // TODO animation + + neu->map = map; // not copied by copy_to return neu; } @@ -699,7 +668,7 @@ void update_turn_face (object *op) { - if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) + if (!op->flag [FLAG_IS_TURNABLE] || !op->arch) return; SET_ANIMATION (op, op->direction); @@ -714,12 +683,6 @@ void object::set_speed (float speed) { - if (flag [FLAG_FREED] && speed) - { - LOG (llevError, "Object %s is freed but has speed.\n", &name); - speed = 0; - } - this->speed = speed; if (has_active_speed ()) @@ -748,14 +711,14 @@ void update_object (object *op, int action) { - if (op == NULL) + if (!op) { /* this should never happen */ - LOG (llevDebug, "update_object() called for NULL object.\n"); + LOG (llevError | logBacktrace, "update_object() called for NULL object.\n"); return; } - if (op->env) + if (!op->is_on_map ()) { /* Animation is currently handled by client, so nothing * to do in this case. @@ -763,12 +726,6 @@ return; } - /* If the map is saving, don't do anything as everything is - * going to get freed anyways. - */ - if (!op->map || op->map->in_memory == MAP_SAVING) - return; - /* make sure the object is within map boundaries */ if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) { @@ -782,34 +739,38 @@ mapspace &m = op->ms (); if (!(m.flags_ & P_UPTODATE)) - /* nop */; + m.update_up (); // nothing to do except copy up else if (action == UP_OBJ_INSERT) { +#if 0 // this is likely overkill, TODO: revisit (schmorp) - if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) - || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) - || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) + if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW)) + || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC)) + || (op->is_player () && !(m.flags_ & P_PLAYER)) || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) - || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) - || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) + || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE)) + || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC)) || (m.move_on | op->move_on ) != m.move_on || (m.move_off | op->move_off ) != m.move_off || (m.move_slow | op->move_slow) != m.move_slow /* This isn't perfect, but I don't expect a lot of objects to - * to have move_allow right now. + * 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; + m.invalidate (); +#else + // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) + m.invalidate (); +#endif } /* 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_ = 0; + m.invalidate (); else if (action == UP_OBJ_FACE) - /* Nothing to do for that case */ ; + m.update_up (); // nothing to do for that case, except copy up else LOG (llevError, "update_object called with invalid action: %d\n", action); @@ -819,29 +780,30 @@ object::object () { - SET_FLAG (this, FLAG_REMOVED); + this->set_flag (FLAG_REMOVED); - expmul = 1.0; - face = blank_face; + //expmul = 1.0; declared const for the time being + face = blank_face; + material = MATERIAL_NULL; } object::~object () { unlink (); - free_key_values (this); + kv.clear (); } -static int object_count; - void object::link () { assert (!index);//D uuid = UUID::gen (); - count = ++object_count; refcnt_inc (); objects.insert (this); + + ++create_count; + } void object::unlink () @@ -849,6 +811,8 @@ if (!index) return; + ++destroy_count; + objects.erase (this); refcnt_dec (); } @@ -861,7 +825,12 @@ return; if (has_active_speed ()) - actives.insert (this); + { + if (flag [FLAG_FREED]) + LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D + + actives.insert (this); + } } void @@ -931,15 +900,12 @@ */ if (!drop_to_ground || !map - || map->in_memory != MAP_ACTIVE - || map->nodrop + || !map->linkable () + || map->no_drop || ms ().move_block == MOVE_ALL) { while (inv) - { - inv->destroy_inv (false); - inv->destroy (); - } + inv->destroy (); } else { /* Put objects in inventory onto this space */ @@ -953,25 +919,99 @@ || op->type == TRAP || op->flag [FLAG_IS_A_TEMPLATE] || op->flag [FLAG_DESTROY_ON_DEATH]) - op->destroy (true); + op->destroy (); else map->insert (op, x, y); } } } -object *object::create () +/* + * Remove and free all objects in the inventory of the given object. + * Unlike destroy_inv, this assumes the *this is destroyed as well + * well, so we can (and have to!) take shortcuts. + */ +void +object::destroy_inv_fast () +{ + while (object *op = inv) + { + // remove from object the fast way + op->flag [FLAG_REMOVED] = true; + op->env = 0; + if ((inv = inv->below)) + inv->above = 0; + + // then destroy + op->destroy (); + } +} + +void +object::freelist_free (int count) { - object *op = new object; + while (count-- && freelist) + { + freelist_item *next = freelist->next; + // count is being "destroyed" + + sfree ((char *)freelist, sizeof (object)); + + freelist = next; + --free_count; + } +} + +object * +object::create () +{ + object *op; + + if (freelist) + { + freelist_item li = *freelist; + memset (freelist, 0, sizeof (object)); + + op = new (freelist) object; + op->count = li.count; + + freelist = li.next; + --free_count; + } + else + { + void *ni = salloc0 (sizeof (object)); + + op = new(ni) object; + + op->count = ++object_count; + } + op->link (); + return op; } void +object::do_delete () +{ + uint32_t count = this->count; + + this->~object (); + + freelist_item *li = (freelist_item *)this; + li->next = freelist; + li->count = count; + + freelist = li; + ++free_count; +} + +void object::do_destroy () { if (flag [FLAG_IS_LINKED]) - remove_button_link (this); + remove_link (); if (flag [FLAG_FRIENDLY]) remove_friendly_object (this); @@ -986,27 +1026,9 @@ flag [FLAG_FREED] = 1; // hack to ensure that freed objects still have a valid map - { - static maptile *freed_map; // freed objects are moved here to avoid crashes - - if (!freed_map) - { - freed_map = new maptile; - - freed_map->path = ""; - freed_map->name = "/internal/freed_objects_map"; - freed_map->width = 3; - freed_map->height = 3; - freed_map->nodrop = 1; - - freed_map->alloc (); - freed_map->in_memory = MAP_ACTIVE; - } - - map = freed_map; - x = 1; - y = 1; - } + map = &freed_map; + x = 1; + y = 1; if (more) { @@ -1024,7 +1046,7 @@ } void -object::destroy (bool destroy_inventory) +object::destroy () { if (destroyed ()) return; @@ -1032,10 +1054,11 @@ if (!is_head () && !head->destroyed ()) { LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); - head->destroy (destroy_inventory); + head->destroy (); + return; } - destroy_inv (!destroy_inventory); + destroy_inv_fast (); if (is_head ()) if (sound_destroy) @@ -1056,9 +1079,6 @@ void object::do_remove () { - object *tmp, *last = 0; - object *otmp; - if (flag [FLAG_REMOVED]) return; @@ -1075,15 +1095,14 @@ */ if (env) { + flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed if (object *pl = visible_to ()) esrv_del_item (pl->contr, count); + flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed - adjust_weight (env, -total_weight ()); - - *(above ? &above->below : &env->inv) = below; + adjust_weight (env, total_weight (), 0); - if (below) - below->above = above; + object *pl = in_player (); /* we set up values so that it could be inserted into * the map, but we don't actually do that - it is up @@ -1092,16 +1111,36 @@ map = env->map; x = env->x; y = env->y; + + // make sure cmov optimisation is applicable + *(above ? &above->below : &env->inv) = below; + *(below ? &below->above : &above ) = above; // &above is just a dummy + above = 0; below = 0; env = 0; - /* 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 = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) - otmp->update_stats (); + if (pl && pl->is_player ()) + { + if (expect_false (pl->contr->combat_ob == this)) + { + pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE); + pl->contr->combat_ob = 0; + if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); + } + + if (expect_false (pl->contr->ranged_ob == this)) + { + pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE); + pl->contr->ranged_ob = 0; + if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); + } + + pl->contr->queue_stats_update (); + + if (expect_false (glow_radius) && pl->is_on_map ()) + update_all_los (pl->map, pl->x, pl->y); + } } else if (map) { @@ -1110,8 +1149,11 @@ if (object *pl = ms.player ()) { - if (type == PLAYER) // this == pl(!) + if (is_player ()) { + if (!flag [FLAG_WIZPASS]) + ms.smell = ++mapspace::smellcount; // remember the smell of the player + // leaving a spot always closes any open container on the ground if (container && !container->env) // this causes spurious floorbox updates, but it ensures @@ -1121,47 +1163,30 @@ --map->players; map->touch (); } - else if (pl->container == this) + else if (pl->container_ () == this) { // removing a container should close it close_container (); } - - esrv_del_item (pl->contr, count); + else + esrv_del_item (pl->contr, count); } /* link the object above us */ - if (above) - above->below = below; - else - ms.top = below; /* we were top, set new top */ - - /* Relink the object below us, if there is one */ - if (below) - below->above = above; - else - { - /* 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 (map, x, y) != this) - LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ()); - - ms.bot = above; /* goes on above it. */ - } + // re-link, make sure compiler can easily use cmove + *(above ? &above->below : &ms.top) = below; + *(below ? &below->above : &ms.bot) = above; above = 0; below = 0; - if (map->in_memory == MAP_SAVING) - return; + ms.invalidate (); int check_walk_off = !flag [FLAG_NO_APPLY]; if (object *pl = ms.player ()) { - if (pl->container == this) + if (pl->container_ () == this) /* If a container that the player is currently using somehow gets * removed (most likely destroyed), update the player view * appropriately. @@ -1169,37 +1194,28 @@ pl->close_container (); //TODO: the floorbox prev/next might need updating - esrv_del_item (pl->contr, count); + //esrv_del_item (pl->contr, count); + //TODO: update floorbox to preserve ordering + if (pl->contr->ns) + pl->contr->ns->floorbox_update (); } - for (tmp = ms.bot; tmp; tmp = tmp->above) - { - /* No point updating the players look faces if he is the object - * being removed. - */ - - /* 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 (destroyed ()) - LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); - } + if (check_walk_off) + for (object *above, *tmp = ms.bot; tmp; tmp = above) + { + above = tmp->above; - last = tmp; - } + /* No point updating the players look faces if he is the object + * being removed. + */ - /* 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); + /* See if object moving off should effect something */ + if ((move_type & tmp->move_off) + && (move_type & ~tmp->move_off & ~tmp->move_block) == 0) + move_apply (tmp, this, 0); + } - if (flag [FLAG_BLOCKSVIEW] || glow_radius) + if (affects_los ()) update_all_los (map, x, y); } } @@ -1233,7 +1249,7 @@ op->weight = 0; // cancel the addition above op->carrying = 0; // must be 0 already - op->destroy (1); + op->destroy (); return top; } @@ -1251,7 +1267,7 @@ for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) { - object *op = arch_to_object (at); + object *op = at->instance (); op->name = name; op->name_pl = name_pl; @@ -1271,6 +1287,8 @@ object * insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) { + op->remove (); + for (object *tmp = op->head_ (); tmp; tmp = tmp->more) { tmp->x = x + tmp->arch->x; @@ -1297,23 +1315,27 @@ * * Return value: * new object if 'op' was merged with other object - * NULL if 'op' was destroyed + * NULL if there was an error (destroyed, blocked etc.) * just 'op' otherwise */ object * insert_ob_in_map (object *op, maptile *m, object *originator, int flag) { - assert (!op->flag [FLAG_FREED]); - op->remove (); + if (m == &freed_map)//D TODO: remove soon + {//D + LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D + }//D + /* Ideally, the caller figures this out. However, it complicates a lot * of areas of callers (eg, anything that uses find_free_spot would now * need extra work */ - if (!xy_normalise (m, op->x, op->y)) + maptile *newmap = m; + if (!xy_normalise (newmap, op->x, op->y)) { - op->destroy (1); + op->head_ ()->destroy ();// remove head_ once all tail object destroyers found return 0; } @@ -1321,9 +1343,10 @@ if (!insert_ob_in_map (more, m, originator, flag)) return 0; - CLEAR_FLAG (op, FLAG_REMOVED); + op->flag [FLAG_REMOVED] = false; + op->env = 0; + op->map = newmap; - op->map = m; mapspace &ms = op->ms (); /* this has to be done after we translate the coordinates. @@ -1332,18 +1355,18 @@ for (object *tmp = ms.bot; tmp; tmp = tmp->above) if (object::can_merge (op, tmp)) { - // TODO: we atcually want to update tmp, not op, + // TODO: we actually want to update tmp, not op, // but some caller surely breaks when we return tmp // from here :/ op->nrof += tmp->nrof; - tmp->destroy (1); + tmp->destroy (); } - CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ - CLEAR_FLAG (op, FLAG_INV_LOCKED); + op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ + op->clr_flag (FLAG_INV_LOCKED); - if (!QUERY_FLAG (op, FLAG_ALIVE)) - CLEAR_FLAG (op, FLAG_NO_STEAL); + if (!op->flag [FLAG_ALIVE]) + op->clr_flag (FLAG_NO_STEAL); if (flag & INS_BELOW_ORIGINATOR) { @@ -1353,28 +1376,27 @@ abort (); } + if (!originator->is_on_map ()) + { + LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", + op->debug_desc (), originator->debug_desc ()); + abort (); + } + op->above = originator; op->below = originator->below; - - if (op->below) - op->below->above = op; - else - ms.bot = op; - - /* since *below* originator, no need to update top */ originator->below = op; + + *(op->below ? &op->below->above : &ms.bot) = op; } else { - object *top, *floor = NULL; - - top = ms.bot; + object *floor = 0; + object *top = ms.top; /* If there are other objects, then */ if (top) { - object *last = 0; - /* * If there are multiple objects on this space, we do some trickier handling. * We've already dealt with merging if appropriate. @@ -1387,24 +1409,21 @@ * when lots of spells are cast in one area. Currently, it is presumed * that flying non pickable objects are spell objects. */ - for (top = ms.bot; top; top = top->above) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) { - if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) - floor = top; + if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR]) + floor = tmp; - if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) + if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR]) { /* We insert above top, so we want this object below this */ - top = top->below; + top = tmp->below; break; } - last = top; + top = tmp; } - /* Don't want top to be NULL, so set it to the last valid object */ - top = last; - /* We let update_position deal with figuring out what the space * looks like instead of lots of conditions here. * makes things faster, and effectively the same result. @@ -1420,8 +1439,10 @@ && ms.flags () & P_BLOCKSVIEW && (op->face && !faces [op->face].visibility)) { + object *last; + for (last = top; last != floor; last = last->below) - if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) + if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT)) break; /* Check to see if we found the object that blocks view, @@ -1437,36 +1458,26 @@ if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; - /* Top is the object that our object (op) is going to get inserted above. - */ - - /* First object on this space */ + // insert object above top, or bottom-most if top = 0 if (!top) { - op->above = ms.bot; - - if (op->above) - op->above->below = op; - op->below = 0; + op->above = ms.bot; ms.bot = op; + + *(op->above ? &op->above->below : &ms.top) = op; } else - { /* get inserted into the stack above top */ + { op->above = top->above; - - if (op->above) - op->above->below = op; + top->above = op; op->below = top; - top->above = op; + *(op->above ? &op->above->below : &ms.top) = op; } + } - if (!op->above) - ms.top = op; - } /* else not INS_BELOW_ORIGINATOR */ - - if (op->type == PLAYER) + if (op->is_player ()) { op->contr->do_los = 1; ++op->map->players; @@ -1477,7 +1488,10 @@ if (object *pl = ms.player ()) //TODO: the floorbox prev/next might need updating - esrv_send_item (pl, op); + //esrv_send_item (pl, op); + //TODO: update floorbox to preserve ordering + 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 @@ -1488,8 +1502,11 @@ * or just updating the P_UPTODATE for spaces within this area * of effect may be sufficient. */ - if (op->map->darkness && (op->glow_radius != 0)) - update_all_los (op->map, op->x, op->y); + if (op->affects_los ()) + { + op->ms ().invalidate (); + 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); @@ -1506,16 +1523,16 @@ */ /* if this is not the head or flag has been passed, don't check walk on status */ - if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) + if (!(flag & INS_NO_WALK_ON) && op->is_head ()) { - if (check_move_on (op, originator)) + if (check_move_on (op, originator, flag)) return 0; - /* If we are a multi part object, lets work our way through the check + /* If we are a multi part object, let's work our way through the check * walk on's. */ for (object *tmp = op->more; tmp; tmp = tmp->more) - if (check_move_on (tmp, originator)) + if (check_move_on (tmp, originator, flag)) return 0; } @@ -1527,15 +1544,15 @@ * 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) +replace_insert_ob_in_map (shstr_tmp archname, object *op) { /* first search for itself and remove any old instances */ for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) - if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ - tmp->destroy (1); + if (tmp->arch->archname == archname) /* same archetype */ + tmp->destroy (); - object *tmp = arch_to_object (archetype::find (arch_string)); + object *tmp = archetype::find (archname)->instance (); tmp->x = op->x; tmp->y = op->y; @@ -1552,6 +1569,28 @@ return where->map->insert (this, where->x, where->y, originator, flags); } +// check whether we can put this into the map, respect max_volume, max_items +bool +object::can_drop_at (maptile *m, int x, int y, object *originator) +{ + mapspace &ms = m->at (x, y); + + int items = ms.items (); + + if (!items // testing !items ensures we can drop at least one item + || (items < m->max_items + && ms.volume () < m->max_volume)) + return true; + + if (originator && originator->is_player ()) + originator->contr->failmsgf ( + "No matter how hard you try, you just cannot put the %s here H", + query_name () + ); + + return false; +} + /* * decrease(object, number) decreases a specified number from * the amount of an object. If the amount reaches 0, the object @@ -1567,20 +1606,22 @@ nr = min (nr, nrof); - nrof -= nr; - - if (nrof) + if (nrof > nr) { - adjust_weight (env, -weight * nr); // carrying == 0 + sint64 oweight = total_weight (); + + nrof -= nr; if (object *pl = visible_to ()) esrv_update_item (UPD_NROF, pl, this); + adjust_weight (env, oweight, total_weight ()); + return true; } else { - destroy (1); + destroy (); return false; } } @@ -1607,7 +1648,7 @@ { decrease (nr); - object *op = object_create_clone (this); + object *op = deep_clone (); op->nrof = nr; return op; } @@ -1659,15 +1700,19 @@ if (object::can_merge (tmp, op)) { /* return the original object and remove inserted object - (client needs the original object) */ + (client prefers the original object) */ + + // carring must be 0 for mergable objects + sint64 oweight = tmp->weight * tmp->nrof; + tmp->nrof += op->nrof; if (object *pl = tmp->visible_to ()) esrv_update_item (UPD_NROF, pl, tmp); - adjust_weight (this, op->total_weight ()); + adjust_weight (this, oweight, tmp->weight * tmp->nrof); - op->destroy (1); + op->destroy (); op = tmp; goto inserted; } @@ -1691,16 +1736,18 @@ if (object *pl = op->visible_to ()) esrv_send_item (pl, op); - adjust_weight (this, op->total_weight ()); + adjust_weight (this, 0, op->total_weight ()); inserted: /* reset the light list and los of the players on the map */ - if (op->glow_radius && map && map->darkness) - update_all_los (map, x, y); - - // if this is a player's inventory, update stats - if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) - update_stats (); + if (op->glow_radius && is_on_map ()) + { + update_stats (); + update_all_los (map, x, y); + } + else if (is_player ()) + // if this is a player's inventory, update stats + contr->queue_stats_update (); INVOKE_OBJECT (INSERT, this); @@ -1728,20 +1775,22 @@ * on top. */ int -check_move_on (object *op, object *originator) +check_move_on (object *op, object *originator, int flags) { + if (op->flag [FLAG_NO_APPLY]) + return 0; + object *tmp; maptile *m = op->map; int x = op->x, y = op->y; - MoveType move_on, move_slow, move_block; + mapspace &ms = m->at (x, y); - if (QUERY_FLAG (op, FLAG_NO_APPLY)) - return 0; + ms.update (); - 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); + MoveType move_on = ms.move_on; + MoveType move_slow = ms.move_slow; + MoveType move_block = ms.move_block; /* if nothing on this space will slow op down or be applied, * no need to do checking below. have to make sure move_type @@ -1762,19 +1811,10 @@ /* The objects have to be checked from top to bottom. * Hence, we first go to the top: */ - - for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above) + for (object *next, *tmp = ms.top; tmp; tmp = next) { - /* Trim the search when we find the first other spell effect - * this helps performance so that if a space has 50 spell objects, - * we don't need to check all of them. - */ - if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) - break; - } + next = tmp->below; - for (; tmp; tmp = tmp->below) - { if (tmp == op) continue; /* Can't apply yourself */ @@ -1784,18 +1824,16 @@ * space doesn't slow down swimming (for example), if you can't actually * swim on that space, can't use it to avoid the penalty. */ - if (!QUERY_FLAG (op, FLAG_WIZPASS)) + if (!op->flag [FLAG_WIZPASS]) { if ((!op->move_type && tmp->move_slow & MOVE_WALK) || ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { + 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)) || - (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) + if (op->is_player ()) + if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) || + (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN))) diff /= 4.0; op->speed_left -= diff; @@ -1806,6 +1844,11 @@ if ((!op->move_type && tmp->move_on & MOVE_WALK) || ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) { + if ((flags & INS_NO_AUTO_EXIT) + && (tmp->type == EXIT || tmp->type == TELEPORTER + || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead + continue; + move_apply (tmp, op, originator); if (op->destroyed ()) @@ -1838,7 +1881,7 @@ } for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) - if (tmp->arch == at) + if (tmp->arch->archname == at->archname) return tmp; return NULL; @@ -1912,8 +1955,8 @@ object * present_arch_in_ob (const archetype *at, const object *op) { - for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) - if (tmp->arch == at) + for (object *tmp = op->inv; tmp; tmp = tmp->below) + if (tmp->arch->archname == at->archname) return tmp; return NULL; @@ -1927,7 +1970,7 @@ { for (object *tmp = op->inv; tmp; tmp = tmp->below) { - SET_FLAG (tmp, flag); + tmp->set_flag (flag); flag_inv (tmp, flag); } } @@ -1940,7 +1983,7 @@ { for (object *tmp = op->inv; tmp; tmp = tmp->below) { - CLEAR_FLAG (tmp, flag); + tmp->clr_flag (flag); unflag_inv (tmp, flag); } } @@ -2011,7 +2054,7 @@ if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) continue; - if (ob->blocked (m, pos.x, pos.y)) + if (ob->blocked (pos.m, pos.x, pos.y)) continue; altern [index++] = i; @@ -2089,13 +2132,8 @@ int find_dir (maptile *m, int x, int y, object *exclude) { - int i, max = SIZEOFFREE, mflags; - - sint16 nx, ny; - object *tmp; - maptile *mp; - - MoveType blocked, move_type; + int max = SIZEOFFREE, mflags; + MoveType move_type; if (exclude && exclude->head_ () != exclude) { @@ -2108,33 +2146,25 @@ move_type = MOVE_ALL; } - for (i = 1; i < max; i++) + for (int i = 1; i < max; i++) { - mp = m; - nx = x + freearr_x[i]; - ny = y + freearr_y[i]; + mapxy pos (m, x, y); + pos.move (i); - mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); - - if (mflags & P_OUT_OF_MAP) + if (!pos.normalise ()) max = maxfree[i]; else { - mapspace &ms = mp->at (nx, ny); + mapspace &ms = *pos; - blocked = ms.move_block; - - if ((move_type & blocked) == move_type) - max = maxfree[i]; - else if (mflags & P_IS_ALIVE) + if ((move_type & ms.move_block) == move_type) + max = maxfree [i]; + else if (ms.flags () & P_IS_ALIVE) { - for (tmp = ms.bot; tmp; tmp = tmp->above) - if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) + if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ()) && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) - break; - - if (tmp) - return freedir[i]; + return freedir [i]; } } } @@ -2153,45 +2183,84 @@ } /* - * find_dir_2(delta-x,delta-y) will return a direction in which - * an object which has subtracted the x and y coordinates of another - * object, needs to travel toward it. + * find_dir_2(delta-x,delta-y) will return a direction value + * for running into direct [dx, dy]. + * (the opposite of crossfire's find_dir_2!) */ int find_dir_2 (int x, int y) { +#if 1 // new algorithm + // this works by putting x, y into 16 sectors, which + // are not equal sized, but are a better approximation + // then the old algorithm, and then using a mapping + // table to map it into a direction value. + // basically, it maps these comparisons to each bit + // bit #3: x < 0 + // bit #2: y < 0 + // bit #1: x > y + // bit #0: x > 2y + + static const uint8 dir[16] = { + 4, 5, 4, 3, + 2, 1, 2, 3, + 6, 5, 6, 7, + 8, 1, 8, 7, + }; + int sector = 0; + + // this is a bit ugly, but more likely to result in branchless code + sector |= x < 0 ? 8 : 0; + x = x < 0 ? -x : x; // abs + + sector |= y < 0 ? 4 : 0; + y = y < 0 ? -y : y; // abs + + if (x > y) + { + sector |= 2; + + if (x > y * 2) + sector |= 1; + } + else + { + if (y > x * 2) + sector |= 1; + else if (!y) + return 0; // x == 0 here + } + + return dir [sector]; +#else // old algorithm int q; if (y) - q = x * 100 / y; + q = 128 * x / y; else if (x) - q = -300 * x; + q = -512 * x; // to make it > 309 else return 0; if (y > 0) { - if (q < -242) - return 3; - if (q < -41) - return 2; - if (q < 41) - return 1; - if (q < 242) - return 8; - return 7; - } + if (q < -309) return 7; + if (q < -52) return 6; + if (q < 52) return 5; + if (q < 309) return 4; - if (q < -242) - return 7; - if (q < -41) - return 6; - if (q < 41) - return 5; - if (q < 242) - return 4; + return 3; + } + else + { + if (q < -309) return 3; + if (q < -52) return 2; + if (q < 52) return 1; + if (q < 309) return 8; - return 3; + return 7; + } +#endif } /* @@ -2201,13 +2270,9 @@ int dirdiff (int dir1, int dir2) { - int d; + int d = abs (dir1 - dir2); - d = abs (dir1 - dir2); - if (d > 4) - d = 8 - d; - - return d; + return d > 4 ? 8 - d : d; } /* peterm: @@ -2219,7 +2284,7 @@ * Moved from spell_util.c to object.c with the other related direction * functions. */ -int reduction_dir[SIZEOFFREE][3] = { +static const int reduction_dir[SIZEOFFREE][3] = { {0, 0, 0}, /* 0 */ {0, 0, 0}, /* 1 */ {0, 0, 0}, /* 2 */ @@ -2323,49 +2388,34 @@ int can_pick (const object *who, const object *item) { - return /*QUERY_FLAG(who,FLAG_WIZ)|| */ - (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && - !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); + return /*who->flag [FLAG_WIZ]|| */ + (item->weight > 0 && !item->flag [FLAG_NO_PICK] && + !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); } +//-GPL + /* * create clone from object to another */ object * -object_create_clone (object *asrc) +object::deep_clone () { - object *dst = 0, *tmp, *src, *prev, *item; + assert (("deep_clone called on non-head object", is_head ())); - if (!asrc) - return 0; + object *dst = clone (); - src = asrc->head_ (); - - prev = 0; - for (object *part = src; part; part = part->more) + object *prev = dst; + for (object *part = this->more; part; part = part->more) { - tmp = part->clone (); - tmp->x -= src->x; - tmp->y -= src->y; - - if (!part->head) - { - dst = tmp; - tmp->head = 0; - } - else - tmp->head = dst; - - tmp->more = 0; - - if (prev) - prev->more = tmp; - + object *tmp = part->clone (); + tmp->head = dst; + prev->more = tmp; prev = tmp; } - for (item = src->inv; item; item = item->below) - insert_ob_in_ob (object_create_clone (item), dst); + for (object *item = inv; item; item = item->below) + insert_ob_in_ob (item->deep_clone (), dst); return dst; } @@ -2384,143 +2434,96 @@ return 0; } -/* If ob has a field named key, return the link from the list, - * otherwise return NULL. - * - * key must be a passed in shared string - otherwise, this won't - * do the desired thing. +/* Zero the key_values on op, decrementing the shared-string + * refcounts and freeing the links. */ -key_value * -get_ob_key_link (const object *ob, const char *key) +void +key_values::clear () { - for (key_value *link = ob->key_values; link; link = link->next) - if (link->key == key) - return link; + for (key_value *kvp = first; kvp; ) + { + key_value *next = kvp->next; + delete kvp; + kvp = next; + } - return 0; + first = 0; } -/* - * Returns the value of op has an extra_field for key, or NULL. - * - * The argument doesn't need to be a shared string. - * - * The returned string is shared. - */ -const char * -get_ob_key_value (const object *op, const char *const key) +shstr_tmp +key_values::get (shstr_tmp key) const { - key_value *link; - shstr_cmp canonical_key (key); + for (key_value *kv = first; kv; kv = kv->next) + if (kv->key == key) + return kv->value; - 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 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; link = link->next) - if (link->key == canonical_key) - return link->value; - - return 0; + return shstr (); } -/* - * Updates the canonical_key in op to value. - * - * canonical_key is a shared string (value doesn't have to be). - * - * Unless add_key is TRUE, it won't add fields, only change the value of existing - * keys. - * - * Returns TRUE on success. - */ -int -set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) +void +key_values::add (shstr_tmp key, shstr_tmp value) { - key_value *field = NULL, *last = NULL; + key_value *kv = new key_value; - for (field = op->key_values; field != NULL; field = field->next) - { - if (field->key != canonical_key) - { - last = field; - continue; - } - - if (value) - field->value = value; - else - { - /* Basically, if the archetype has this key set, - * we need to store the null value so when we save - * it, we save the empty value so that when we load, - * we get this value back again. - */ - if (get_ob_key_link (op->arch, canonical_key)) - field->value = 0; - else - { - if (last) - last->next = field->next; - else - op->key_values = field->next; + kv->next = first; + kv->key = key; + kv->value = value; - delete field; - } - } - return TRUE; - } - /* IF we get here, key doesn't exist */ + first = kv; +} - /* No field, we'll have to add it. */ +void +key_values::set (shstr_tmp key, shstr_tmp value) +{ + for (key_value *kv = first; kv; kv = kv->next) + if (kv->key == key) + { + kv->value = value; + return; + } - if (!add_key) - return FALSE; + add (key, value); +} - /* 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 - * be here. If user wants to store empty strings, - * should pass in "" - */ - if (value == NULL) - return TRUE; +void +key_values::del (shstr_tmp key) +{ + for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next) + if ((*kvp)->key == key) + { + key_value *kv = *kvp; + *kvp = (*kvp)->next; + delete kv; + return; + } +} - field = new key_value; +void +key_values::reverse () +{ + key_value *prev = 0; + key_value *head = first; - field->key = canonical_key; - field->value = value; - /* Usual prepend-addition. */ - field->next = op->key_values; - op->key_values = field; + while (head) + { + key_value *node = head; + head = head->next; + node->next = prev; + prev = node; + } - return TRUE; + first = prev; } -/* - * Updates the key in op to value. - * - * If add_key is FALSE, this will only update existing keys, - * and not add new ones. - * In general, should be little reason FALSE is ever passed in for add_key - * - * Returns TRUE on success. - */ -int -set_ob_key_value (object *op, const char *key, const char *value, int add_key) +key_values & +key_values::operator =(const key_values &kv) { - shstr key_ (key); + clear (); - return set_ob_key_value_s (op, key_, value, add_key); + for (key_value *kvp = kv.first; kvp; kvp = kvp->next) + add (kvp->key, kvp->value); + + reverse (); } object::depth_iterator::depth_iterator (object *container) @@ -2580,12 +2583,13 @@ char info2[256 * 4]; char *p = info; - p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", + p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}", count, uuid.c_str (), &name, - title ? "\",title:\"" : "", + title ? ",title:\"" : "", title ? (const char *)title : "", + title ? "\"" : "", flag_desc (flagdesc, 512), type); if (!flag[FLAG_REMOVED] && env) @@ -2613,14 +2617,7 @@ : region::default_region (); } -const materialtype_t * -object::dominant_material () const -{ - if (materialtype_t *mt = name_to_material (materialname)) - return mt; - - return name_to_material (shstr_unknown); -} +//+GPL void object::open_container (object *new_container) @@ -2651,7 +2648,7 @@ // client needs item update to make it work, client bug requires this to be separate esrv_update_item (UPD_FLAGS, this, old_container); - new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); + new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ()); play_sound (sound_find ("chest_close")); } @@ -2665,13 +2662,13 @@ // insert the "Close Container" object. if (archetype *closer = new_container->other_arch) { - object *closer = arch_to_object (new_container->other_arch); + object *closer = new_container->other_arch->instance (); closer->flag [FLAG_NO_MAP_SAVE] = 1; new_container->insert (closer); } #endif - new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); + new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ()); // make sure the container is available, client bug requires this to be separate esrv_send_item (this, new_container); @@ -2688,8 +2685,40 @@ // contr->ns->floorbox_reset (); } +//-GPL + +// prefetch some flat area around the player +static void +prefetch_surrounding_area (object *op, maptile *map, int range) +{ + for (maprect *rect = map->split_to_tiles (mapwalk_buf, + op->x - range , op->y - range , + op->x + range + 1, op->y + range + 1); + rect->m; + ++rect) + { + rect->m->touch (); + rect->m->activate (); + } +} + +// prefetch a generous area around the player, also up and down +void +object::prefetch_surrounding_maps () +{ + prefetch_surrounding_area (this, map, 40); + + if (maptile *m = map->tile_available (TILE_DOWN)) + prefetch_surrounding_area (this, m, 20); + + if (maptile *m = map->tile_available (TILE_UP)) + prefetch_surrounding_area (this, m, 20); +} + +//+GPL + object * -object::force_find (const shstr name) +object::force_find (shstr_tmp name) { /* cycle through his inventory to look for the MARK we want to * place @@ -2702,39 +2731,121 @@ } void -object::force_add (const shstr name, int duration) +object::force_set_timer (int duration) +{ + this->duration = 1; + this->speed_left = -1.f; + + this->set_speed (duration ? 1.f / duration : 0.f); +} + +object * +object::force_add (shstr_tmp name, int duration) { if (object *force = force_find (name)) force->destroy (); - object *force = get_archetype (FORCE_NAME); - - force->slaying = name; - force->stats.food = 1; - force->speed_left = -1.f; + object *force = archetype::get (FORCE_NAME); - force->set_speed (duration ? 1.f / duration : 0.f); - force->flag [FLAG_IS_USED_UP] = true; - force->flag [FLAG_APPLIED] = true; + force->slaying = name; + force->force_set_timer (duration); + force->flag [FLAG_APPLIED] = true; - insert (force); + return insert (force); } void -object::play_sound (faceidx sound) +object::play_sound (faceidx sound) const { if (!sound) return; - if (flag [FLAG_REMOVED]) + if (is_on_map ()) + map->play_sound (sound, x, y); + else if (object *pl = in_player ()) + pl->contr->play_sound (sound); +} + +void +object::say_msg (const char *msg) const +{ + if (is_on_map ()) + map->say_msg (msg, x, y); + else if (object *pl = in_player ()) + pl->contr->play_sound (sound); +} + +void +object::make_noise () +{ + // we do not model noise in the map, so instead put + // a temporary light into the noise source + // could use the map instead, but that's less reliable for our + // goal, which is to make invisibility a bit harder to exploit + + // currently only works sensibly for players + if (!is_player ()) return; - if (env) + // find old force, or create new one + object *force = force_find (shstr_noise_force); + + if (force) + force->speed_left = -1.f; // patch old speed up + else { - if (object *pl = in_player ()) - pl->contr->play_sound (sound); + force = archetype::get (shstr_noise_force); + + force->slaying = shstr_noise_force; + force->stats.food = 1; + force->speed_left = -1.f; + + force->set_speed (1.f / 4.f); + force->flag [FLAG_IS_USED_UP] = true; + force->flag [FLAG_APPLIED] = true; + + insert (force); + } +} + +void object::change_move_type (MoveType mt) +{ + if (move_type == mt) + return; + + if (is_on_map ()) + { + // we are on the map, so handle move_on/off effects + remove (); + move_type = mt; + map->insert (this, x, y, this); } else - map->play_sound (sound, x, y); + move_type = mt; +} + +/* object should be a player. + * we return the object the player has marked with the 'mark' command + * below. If no match is found (or object has changed), we return + * NULL. We leave it up to the calling function to print messages if + * nothing is found. + */ +object * +object::mark () const +{ + if (contr && contr->mark && contr->mark->env == this) + return contr->mark; + else + return 0; +} + +// put marked object first in the inventory +// this is used by identify-like spells so players can influence +// the order a bit. +void +object::splay_marked () +{ + if (object *marked = mark ()) + splay (marked); }