--- deliantra/server/common/object.C 2006/12/12 21:39:56 1.64 +++ deliantra/server/common/object.C 2006/12/30 10:16:10 1.96 @@ -32,6 +32,8 @@ #include #include +#include + int nrofallocobjects = 0; static UUID uuid; const uint64 UUID_SKIP = 1<<19; @@ -141,7 +143,7 @@ */ /* 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; @@ -185,21 +187,22 @@ * replaces - this is mostly for clarity - a decent compiler should hopefully * reduce this to the same efficiency. * - * Check nrof variable *before* calling CAN_MERGE() + * Check nrof variable *before* calling can_merge() * * Improvements made with merge: Better checking on potion, and also * check weight */ - -bool object::can_merge (object *ob1, object *ob2) +bool object::can_merge_slow (object *ob1, object *ob2) { /* A couple quicksanity checks */ - if ((ob1 == ob2) || (ob1->type != ob2->type)) - return 0; - - if (ob1->speed != ob2->speed) + if (ob1 == ob2 + || ob1->type != ob2->type + || ob1->speed != ob2->speed + || ob1->value != ob2->value + || ob1->name != ob2->name) return 0; + //TODO: this ain't working well, use nicer and correct overflow check /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that * value could not be stored in a sint32 (which unfortunately sometimes is * used to store nrof). @@ -219,37 +222,31 @@ if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) SET_FLAG (ob2, FLAG_BEEN_APPLIED); - - /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something - * being locked in inventory should prevent merging. - * 0x4 in flags3 is CLIENT_SENT - */ - if ((ob1->arch != ob2->arch) || - (ob1->flags[0] != ob2->flags[0]) || - (ob1->flags[1] != ob2->flags[1]) || - ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) || - ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || - (ob1->name != ob2->name) || - (ob1->title != ob2->title) || - (ob1->msg != ob2->msg) || - (ob1->weight != ob2->weight) || - (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || - (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || - (ob1->attacktype != ob2->attacktype) || - (ob1->magic != ob2->magic) || - (ob1->slaying != ob2->slaying) || - (ob1->skill != ob2->skill) || - (ob1->value != ob2->value) || - (ob1->animation_id != ob2->animation_id) || - (ob1->client_type != ob2->client_type) || - (ob1->materialname != ob2->materialname) || - (ob1->lore != ob2->lore) || - (ob1->subtype != ob2->subtype) || - (ob1->move_type != ob2->move_type) || - (ob1->move_block != ob2->move_block) || - (ob1->move_allow != ob2->move_allow) || - (ob1->move_on != ob2->move_on) || - (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) + if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () + || ob1->arch != ob2->arch + || ob1->name != ob2->name + || ob1->title != ob2->title + || ob1->msg != ob2->msg + || ob1->weight != ob2->weight + || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) + || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) ) + || ob1->attacktype != ob2->attacktype + || ob1->magic != ob2->magic + || ob1->slaying != ob2->slaying + || ob1->skill != ob2->skill + || ob1->value != ob2->value + || ob1->animation_id != ob2->animation_id + || ob1->client_type != ob2->client_type + || ob1->materialname != ob2->materialname + || ob1->lore != ob2->lore + || ob1->subtype != ob2->subtype + || ob1->move_type != ob2->move_type + || ob1->move_block != ob2->move_block + || ob1->move_allow != ob2->move_allow + || ob1->move_on != ob2->move_on + || ob1->move_off != ob2->move_off + || ob1->move_slow != ob2->move_slow + || ob1->move_slow_penalty != ob2->move_slow_penalty) return 0; /* This is really a spellbook check - really, we should @@ -262,7 +259,7 @@ return 0; /* Now check to see if the two inventory objects could merge */ - if (!CAN_MERGE (ob1->inv, ob2->inv)) + if (!object::can_merge (ob1->inv, ob2->inv)) return 0; /* inventory ok - still need to check rest of this object to see @@ -356,21 +353,6 @@ } /* - * Eneq(@csd.uu.se): Since we can have items buried in a character we need - * a better check. We basically keeping traversing up until we can't - * or find a player. - */ - -object * -is_player_inv (object *op) -{ - for (; op != NULL && op->type != PLAYER; op = op->env) - if (op->env == op) - op->env = NULL; - return op; -} - -/* * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. * Some error messages. * The result of the dump is stored in the static global errmsg array. @@ -383,7 +365,7 @@ return strdup ("[NULLOBJ]"); object_freezer freezer; - save_object (freezer, op, 3); + save_object (freezer, op, 1); return freezer.as_string (); } @@ -486,48 +468,6 @@ op->key_values = 0; } -void object::clear () -{ - attachable_base::clear (); - - free_key_values (this); - - owner = 0; - name = 0; - name_pl = 0; - title = 0; - race = 0; - slaying = 0; - skill = 0; - msg = 0; - lore = 0; - custom_name = 0; - materialname = 0; - contr = 0; - below = 0; - above = 0; - inv = 0; - container = 0; - env = 0; - more = 0; - head = 0; - map = 0; - active_next = 0; - active_prev = 0; - - memset (static_cast(this), 0, sizeof (object_pod)); - - SET_FLAG (this, FLAG_REMOVED); - - /* What is not cleared is next, prev, and count */ - - expmul = 1.0; - face = blank_face; - - if (settings.casting_time) - casting_time = -1; -} - /* * copy_to first frees everything allocated by the dst object, * and then copies the contents of itself into the second @@ -543,10 +483,6 @@ bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); *(object_copy *)dst = *this; - *(object_pod *)dst = *this; - - if (self || cb) - INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); if (is_freed) SET_FLAG (dst, FLAG_FREED); @@ -587,7 +523,15 @@ } } - update_ob_speed (dst); + dst->set_speed (dst->speed); +} + +object * +object::clone () +{ + object *neu = create (); + copy_to (neu); + return neu; } /* @@ -595,12 +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); } @@ -611,101 +555,59 @@ * This function needs to be called whenever the speed of an object changes. */ void -update_ob_speed (object *op) +object::set_speed (float speed) { - extern int arch_init; - - /* No reason putting the archetypes objects on the speed list, - * since they never really need to be updated. - */ - - if (QUERY_FLAG (op, FLAG_FREED) && op->speed) + if (flag [FLAG_FREED] && speed) { - LOG (llevError, "Object %s is freed but has speed.\n", &op->name); -#ifdef MANY_CORES - abort (); -#else - op->speed = 0; -#endif + LOG (llevError, "Object %s is freed but has speed.\n", &name); + speed = 0; } - if (arch_init) - return; + this->speed = speed; - if (FABS (op->speed) > MIN_ACTIVE_SPEED) + if (FABS (speed) > MIN_ACTIVE_SPEED) { /* If already on active list, don't do anything */ - if (op->active_next || op->active_prev || op == active_objects) + if (active_next || active_prev || this == active_objects) return; /* process_events() expects us to insert the object at the beginning * of the list. */ - op->active_next = active_objects; + active_next = active_objects; - if (op->active_next != NULL) - op->active_next->active_prev = op; + if (active_next) + active_next->active_prev = this; - active_objects = op; + active_objects = this; } else { /* If not on the active list, nothing needs to be done */ - if (!op->active_next && !op->active_prev && op != active_objects) + if (!active_next && !active_prev && this != active_objects) return; - if (op->active_prev == NULL) + if (!active_prev) { - active_objects = op->active_next; + active_objects = active_next; - if (op->active_next != NULL) - op->active_next->active_prev = NULL; + if (active_next) + active_next->active_prev = 0; } else { - op->active_prev->active_next = op->active_next; + active_prev->active_next = active_next; - if (op->active_next) - op->active_next->active_prev = op->active_prev; + if (active_next) + active_next->active_prev = active_prev; } - op->active_next = NULL; - op->active_prev = NULL; - } -} - -/* This function removes object 'op' from the list of active - * objects. - * This should only be used for style maps or other such - * reference maps where you don't want an object that isn't - * in play chewing up cpu time getting processed. - * The reverse of this is to call update_ob_speed, which - * will do the right thing based on the speed of the object. - */ -void -remove_from_active_list (object *op) -{ - /* If not on the active list, nothing needs to be done */ - if (!op->active_next && !op->active_prev && op != active_objects) - return; - - if (op->active_prev == NULL) - { - active_objects = op->active_next; - if (op->active_next != NULL) - op->active_next->active_prev = NULL; - } - else - { - op->active_prev->active_next = op->active_next; - if (op->active_next) - op->active_next->active_prev = op->active_prev; + active_next = 0; + active_prev = 0; } - op->active_next = NULL; - op->active_prev = NULL; } /* - * update_object() updates the array which represents the map. + * update_object() updates the the map. * It takes into account invisible objects (and represent squares covered * by invisible objects by whatever is below them (unless it's another * invisible object, etc...) @@ -714,10 +616,6 @@ * updating that window, though, since update_object() is called _often_) * * action is a hint of what the caller believes need to be done. - * For example, if the only thing that has changed is the face (due to - * an animation), we don't need to call update_position until that actually - * comes into view of a player. OTOH, many other things, like addition/removal - * of walls or living creatures may need us to update the flags now. * current action are: * UP_OBJ_INSERT: op was inserted * UP_OBJ_REMOVE: op was removed @@ -725,11 +623,9 @@ * as that is easier than trying to look at what may have changed. * UP_OBJ_FACE: only the objects face has changed. */ - void update_object (object *op, int action) { - int update_now = 0, flags; MoveType move_on, move_off, move_block, move_slow; if (op == NULL) @@ -739,7 +635,7 @@ return; } - if (op->env != NULL) + if (op->env) { /* Animation is currently handled by client, so nothing * to do in this case. @@ -754,7 +650,7 @@ 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 @@ -763,83 +659,47 @@ return; } - flags = GET_MAP_FLAGS (op->map, op->x, op->y); - SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE); - move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); - move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); - move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); - move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y); - - if (action == UP_OBJ_INSERT) - { - if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) - update_now = 1; - - if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) - update_now = 1; - - if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) - update_now = 1; - - if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) - update_now = 1; - - if (op->type == SAFE_GROUND && !(flags & P_SAFE)) - update_now = 1; - - if ((move_on | op->move_on) != move_on) - update_now = 1; - - if ((move_off | op->move_off) != move_off) - update_now = 1; + mapspace &m = op->ms (); - /* This isn't perfect, but I don't expect a lot of objects to - * to have move_allow right now. - */ - if (((move_block | op->move_block) & ~op->move_allow) != move_block) - update_now = 1; - - if ((move_slow | op->move_slow) != move_slow) - update_now = 1; - } - - /* if the object is being removed, we can't make intelligent - * decisions, because remove_ob can't really pass the object - * that is being removed. - */ + if (m.flags_ & P_NEED_UPDATE) + /* nop */; + else if (action == UP_OBJ_INSERT) + { + // this is likely overkill, TODO: revisit (schmorp) + if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) + || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) + || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) + || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) + || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) + || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) + || (m.move_on | op->move_on ) != m.move_on + || (m.move_off | op->move_off ) != m.move_off + || (m.move_slow | op->move_slow) != m.move_slow + /* This isn't perfect, but I don't expect a lot of objects to + * to have move_allow right now. + */ + || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block + || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) + m.flags_ = P_NEED_UPDATE; + } + /* if the object is being removed, we can't make intelligent + * decisions, because remove_ob can't really pass the object + * that is being removed. + */ else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) - update_now = 1; + m.flags_ = P_NEED_UPDATE; else if (action == UP_OBJ_FACE) /* Nothing to do for that case */ ; else LOG (llevError, "update_object called with invalid action: %d\n", action); - if (update_now) - { - SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); - update_position (op->map, op->x, op->y); - } - - if (op->more != NULL) + if (op->more) update_object (op->more, action); } -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); @@ -880,83 +740,131 @@ next = 0; } -object *object::create () +void +object::activate (bool recursive) { - object *op = new object; - op->link (); - return op; + // uh, hack + set_speed (speed); + + if (recursive) + for (object *op = inv; op; op = op->above) + op->activate (1); } -/* - * 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 (bool recursive) { - if (QUERY_FLAG (this, FLAG_FREED)) + /* If not on the active list, nothing needs to be done */ + if (!active_next && !active_prev && this != active_objects) return; - if (QUERY_FLAG (this, FLAG_FRIENDLY)) - remove_friendly_object (this); + if (active_prev == 0) + { + active_objects = active_next; + if (active_next) + active_next->active_prev = 0; + } + else + { + active_prev->active_next = active_next; + if (active_next) + active_next->active_prev = active_prev; + } - if (!QUERY_FLAG (this, FLAG_REMOVED)) - remove (); + active_next = 0; + active_prev = 0; - SET_FLAG (this, FLAG_FREED); + if (recursive) + for (object *op = inv; op; op = op->above) + op->deactivate (1); +} - if (more) - { - more->destroy (destroy_inventory); - more = 0; - } +/* + * 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; - if (inv) + /* Only if the space blocks everything do we not process - + * if some form of movement is allowed, let objects + * drop on that space. + */ + if (!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->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 () +{ + if (flag [FLAG_IS_LINKED]) + remove_button_link (this); - 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_FRIENDLY]) + remove_friendly_object (this); - op = tmp; - } - } - } + if (!flag [FLAG_REMOVED]) + remove (); + + if (flag [FLAG_FREED]) + return; + + set_speed (0); + + flag [FLAG_FREED] = 1; + + attachable::do_destroy (); + + destroy_inv (true); + unlink (); // hack to ensure that freed objects still have a valid map { @@ -970,7 +878,7 @@ freed_map->width = 3; freed_map->height = 3; - freed_map->allocate (); + freed_map->alloc (); } map = freed_map; @@ -978,6 +886,14 @@ 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; @@ -985,14 +901,18 @@ // 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 (); } /* @@ -1026,12 +946,11 @@ 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 (); @@ -1051,15 +970,15 @@ * made to players inventory. If set, avoiding the call * to save cpu time. */ - if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) - fix_player (otmp); + if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) + otmp->update_stats (); - if (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 @@ -1073,15 +992,18 @@ } 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->last_access = runtime; + } + /* link the object above us */ if (above) above->below = below; else - SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ + map->at (x, y).top = below; /* we were top, set new top */ /* Relink the object below us, if there is one */ if (below) @@ -1103,7 +1025,7 @@ free (dump); } - SET_MAP_OB (map, x, y, above); /* goes on above it. */ + map->at (x, y).bot = above; /* goes on above it. */ } above = 0; @@ -1112,9 +1034,9 @@ 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. @@ -1128,14 +1050,15 @@ */ if (tmp->container == this) { - CLEAR_FLAG (this, FLAG_APPLIED); + flag [FLAG_APPLIED] = 0; tmp->container = 0; } - tmp->contr->socket.update_look = 1; + 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)) @@ -1147,28 +1070,21 @@ } /* 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) - { - /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, - * we could preserve the flags (GET_MAP_FLAGS), but update_position figures - * those out anyways, and if there are any flags set right now, they won't - * be correct anyways. - */ - SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE); - update_position (map, x, y); - } + map->at (x, y).flags_ = P_NEED_UPDATE; 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); } } @@ -1187,14 +1103,16 @@ 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; - if (CAN_MERGE (op, top)) + + if (object::can_merge (op, top)) { top->nrof += op->nrof; @@ -1215,12 +1133,7 @@ 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; @@ -1249,7 +1162,6 @@ * NULL if 'op' was destroyed * just 'op' otherwise */ - object * insert_ob_in_map (object *op, maptile *m, object *originator, int flag) { @@ -1262,7 +1174,7 @@ return NULL; } - if (m == NULL) + if (!m) { char *dump = dump_object (op); LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); @@ -1293,7 +1205,7 @@ return op; } - if (op->more != NULL) + if (op->more) { /* The part may be on a different map. */ @@ -1319,7 +1231,7 @@ if (!op->head) LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); - return NULL; + return 0; } } @@ -1336,8 +1248,8 @@ /* this has to be done after we translate the coordinates. */ if (op->nrof && !(flag & INS_NO_MERGE)) - for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) - if (CAN_MERGE (op, tmp)) + for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) + if (object::can_merge (op, tmp)) { op->nrof += tmp->nrof; tmp->destroy (); @@ -1363,7 +1275,7 @@ if (op->below) op->below->above = op; else - SET_MAP_OB (op->map, op->x, op->y, op); + op->ms ().bot = op; /* since *below* originator, no need to update top */ originator->below = op; @@ -1373,7 +1285,7 @@ /* 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. @@ -1387,8 +1299,7 @@ * 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; @@ -1419,7 +1330,7 @@ * stacking is a bit odd. */ if (!(flag & INS_ON_TOP) && - (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) + (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) { for (last = top; last != floor; last = last->below) if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) @@ -1451,8 +1362,8 @@ if (op->above) op->above->below = op; - op->below = NULL; - SET_MAP_OB (op->map, op->x, op->y, op); + op->below = 0; + op->ms ().bot = op; } else { /* get inserted into the stack above top */ @@ -1465,20 +1376,24 @@ top->above = op; } - if (op->above == NULL) - SET_MAP_TOP (op->map, op->x, op->y, op); + if (!op->above) + op->ms ().top = op; } /* else not INS_BELOW_ORIGINATOR */ if (op->type == PLAYER) - op->contr->do_los = 1; + { + op->contr->do_los = 1; + ++op->map->players; + op->map->last_access = runtime; + } /* If we have a floor, we know the player, if any, will be above * it, so save a few ticks and start from there. */ if (!(flag & INS_MAP_LOAD)) - for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) - if (tmp->type == PLAYER) - tmp->contr->socket.update_look = 1; + if (object *pl = op->ms ().player ()) + if (pl->contr->ns) + pl->contr->ns->floorbox_update (); /* If this object glows, it may affect lighting conditions that are * visible to others on this map. But update_all_los is really @@ -1489,14 +1404,16 @@ * or just updating the P_NEED_UPDATE for spaces within this area * of effect may be sufficient. */ - if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) + if (op->map->darkness && (op->glow_radius != 0)) update_all_los (op->map, op->x, op->y); /* updates flags (blocked, alive, no magic, etc) for this map space */ update_object (op, UP_OBJ_INSERT); + INVOKE_OBJECT (INSERT, op); + /* Don't know if moving this to the end will break anything. However, - * we want to have update_look set above before calling this. + * we want to have floorbox_update called before calling this. * * check_move_on() must be after this because code called from * check_move_on() depends on correct map flags (so functions like @@ -1508,30 +1425,27 @@ if (!(flag & INS_NO_WALK_ON) && !op->head) { if (check_move_on (op, originator)) - return NULL; + return 0; /* If we are a multi part object, lets work our way through the check * walk on's. */ for (tmp = op->more; tmp != NULL; tmp = tmp->more) if (check_move_on (tmp, originator)) - return NULL; + return 0; } return op; } /* this function inserts an object in the map, but if it - * finds an object of its own type, it'll remove that one first. - * op is the object to insert it under: supplies x and the map. + * finds an object of its own type, it'll remove that one first. + * op is the object to insert it under: supplies x and the map. */ void replace_insert_ob_in_map (const char *arch_string, object *op) { - object * - tmp; - object * - tmp1; + object *tmp, *tmp1; /* first search for itself and remove any old instances */ @@ -1546,6 +1460,12 @@ 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 @@ -1553,7 +1473,6 @@ * On failure, NULL is returned, and the reason put into the * global static errmsg array. */ - object * get_split_ob (object *orig_ob, uint32 nr) { @@ -1599,7 +1518,6 @@ decrease_ob_nr (object *op, uint32 i) { object *tmp; - player *pl; if (i == 0) /* objects with op->nrof require this check */ return op; @@ -1609,12 +1527,12 @@ if (QUERY_FLAG (op, FLAG_REMOVED)) op->nrof -= i; - else if (op->env != NULL) + else if (op->env) { /* is this object in the players inventory, or sub container * therein? */ - tmp = is_player_inv (op->env); + tmp = op->in_player (); /* nope. Is this a container the player has opened? * If so, set tmp to that player. * IMO, searching through all the players will mostly @@ -1622,33 +1540,26 @@ * and then searching the map for a player. */ if (!tmp) - { - for (pl = first_player; pl; pl = pl->next) - if (pl->ob->container == op->env) + for_all_players (pl) + if (pl->ob->container == op->env) + { + tmp = pl->ob; break; - if (pl) - tmp = pl->ob; - else - tmp = NULL; - } + } if (i < op->nrof) { sub_weight (op->env, op->weight * i); op->nrof -= i; if (tmp) - { - esrv_send_item (tmp, op); - } + esrv_send_item (tmp, op); } else { op->remove (); op->nrof = 0; if (tmp) - { - esrv_del_item (tmp->contr, op->count); - } + esrv_del_item (tmp->contr, op->count); } } else @@ -1664,7 +1575,7 @@ } /* Since we just removed op, op->above is null */ - for (tmp = above; tmp != NULL; tmp = tmp->above) + for (tmp = above; tmp; tmp = tmp->above) if (tmp->type == PLAYER) { if (op->nrof) @@ -1679,7 +1590,7 @@ else { op->destroy (); - return NULL; + return 0; } } @@ -1749,7 +1660,7 @@ if (op->nrof) { for (tmp = inv; tmp != NULL; tmp = tmp->below) - if (CAN_MERGE (tmp, op)) + if (object::can_merge (tmp, op)) { /* return the original object and remove inserted object (client needs the original object) */ @@ -1777,15 +1688,15 @@ else add_weight (this, (op->weight + op->carrying)); - otmp = is_player_inv (this); + otmp = this->in_player (); if (otmp && otmp->contr) if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) - fix_player (otmp); + otmp->update_stats (); - op->map = NULL; + op->map = 0; op->env = this; - op->above = NULL; - op->below = NULL; + op->above = 0; + op->below = 0; op->x = 0, op->y = 0; /* reset the light list and los of the players on the map */ @@ -1794,7 +1705,7 @@ #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); } @@ -1810,6 +1721,8 @@ inv = op; } + INVOKE_OBJECT (INSERT, this); + return op; } @@ -1833,7 +1746,6 @@ * object being inserted. insert_ob_in_map may not put new objects * on top. */ - int check_move_on (object *op, object *originator) { @@ -1870,7 +1782,7 @@ * 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 = GET_MAP_OB (op->map, op->x, op->y); 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, @@ -1935,21 +1847,19 @@ * 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)) { 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 = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) if (tmp->arch == at) return tmp; + return NULL; } @@ -1958,21 +1868,19 @@ * 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 = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) if (tmp->type == type) return tmp; + return NULL; } @@ -1981,16 +1889,13 @@ * 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; } @@ -2008,19 +1913,14 @@ * 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; } /* @@ -2028,16 +1928,13 @@ * 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; } @@ -2047,26 +1944,22 @@ 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); @@ -2079,7 +1972,6 @@ * 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) { @@ -2108,21 +2000,17 @@ * 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. @@ -2132,11 +2020,13 @@ * to only the spaces immediately surrounding the target area, and * won't look 2 spaces south of the target space. */ - else if ((flag & AB_NO_PASS) && maxfree[i] < stop) + else if ((flag & P_NO_PASS) && maxfree[i] < stop) stop = maxfree[i]; } + if (!index) return -1; + return altern[RANDOM () % index]; } @@ -2146,43 +2036,29 @@ * 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! @@ -2195,13 +2071,10 @@ 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); @@ -2220,19 +2093,14 @@ * 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; @@ -2254,34 +2122,30 @@ ny = y + freearr_y[i]; mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); + if (mflags & P_OUT_OF_MAP) - { - max = maxfree[i]; - } + max = maxfree[i]; else { - blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); + mapspace &ms = mp->at (nx, ny); + + blocked = ms.move_block; if ((move_type & blocked) == move_type) - { - max = maxfree[i]; - } + max = maxfree[i]; else if (mflags & P_IS_ALIVE) { - for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) - { - if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) - { - break; - } - } + for (tmp = ms.bot; tmp; tmp = tmp->above) + if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) + && (tmp != exclude || (tmp->head && tmp->head != exclude))) + break; + if (tmp) - { - return freedir[i]; - } + return freedir[i]; } } } + return 0; } @@ -2289,15 +2153,10 @@ * 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); } /* @@ -2305,12 +2164,10 @@ * an object which has subtracted the x and y coordinates of another * object, needs to travel toward it. */ - int find_dir_2 (int x, int y) { - int - q; + int q; if (y) q = x * 100 / y; @@ -2355,8 +2212,10 @@ { while (d < 1) d += 8; + while (d > 8) d -= 8; + return d; } @@ -2368,12 +2227,12 @@ int dirdiff (int dir1, int dir2) { - int - d; + int d; d = abs (dir1 - dir2); if (d > 4) d = 8 - d; + return d; } @@ -2386,9 +2245,7 @@ * 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 */ @@ -2446,14 +2303,11 @@ * can see a direct way to get it * Modified to be map tile aware -.MSW */ - - int can_see_monsterP (maptile *m, int x, int y, int dir) { sint16 dx, dy; - int - mflags; + int mflags; if (dir < 0) return 0; /* exit condition: invalid direction */ @@ -2476,11 +2330,11 @@ /* yes, can see. */ if (dir < 9) return 1; - return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | - can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); -} - + return can_see_monsterP (m, x, y, reduction_dir[dir][0]) + | can_see_monsterP (m, x, y, reduction_dir[dir][1]) + | can_see_monsterP (m, x, y, reduction_dir[dir][2]); +} /* * can_pick(picker, item): finds out if an object is possible to be @@ -2501,7 +2355,6 @@ !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); } - /* * create clone from object to another */ @@ -2520,8 +2373,7 @@ prev = 0; for (part = src; part; part = part->more) { - tmp = object::create (); - part->copy_to (tmp); + tmp = part->clone (); tmp->x -= src->x; tmp->y -= src->y; @@ -2531,9 +2383,7 @@ tmp->head = 0; } else - { - tmp->head = dst; - } + tmp->head = dst; tmp->more = 0; @@ -2555,7 +2405,6 @@ /* 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) { @@ -2595,13 +2444,11 @@ 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, @@ -2613,13 +2460,11 @@ 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; } /* @@ -2669,8 +2514,7 @@ 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) { @@ -2708,9 +2552,8 @@ /* 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 @@ -2786,7 +2629,7 @@ 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; }